Wizardry 8

Wizardry 8

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Game Mechanics Guide WIP(including Silicoid's data) Wizardry 8
By peddroelm
Heavy game mechanics guide: formulas for weapon damage, hit point, stamina, spell points , nr of attacks per round, max number of swings, carry capacity , encumberance penalties, attribute bonus breakpoints, skill effects , initiative system, .. an early game mini quide for beginners and also mini race and profession guides.

(WILL ADD) effect application mechanics, CTH, CTPenetrate, Spell damage reduction due to reists and more from Silicoid's posts ..
https://kamrad.ru/showthread.php?s=5918315ea1b7be04785b907fb3994bab&threadid=58460&perpage=25&pagenumber=1
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0) Introduction
As a lot of the mechanics in this game are hardcoded - it will probably never be completely finished - as in answering each and every question I would've like to be able to. Some mechanics simply require (MUCH) more time and effort to solve than this lovely 12+ years old game deserves. I tend to revisit Wiz8 every couple of years or so and will likely add a few updates in the future but don't expect miracles.

I've decided to also throw in an early game mini quide for beginners and also mini race and profession guides. (contains spoilers since is reliant on items / endgame weapons available in the endgame) and a no reload youtube full playtrough.

Still, this guide will provide a LOT of reverse engineered formulas which managed to remain hidden until now soI'VE CHOSEN TO RELEASE THIS IN ITS PRESENT, FAR FROM COMPLETE FORM SINCE IT HAS A LOT OF RELEVANT INFORMATION NOT AVAILABLE ANYWERE ELSE.

tools used for exposing information: Wiz8 savegame editor (cpommer@), madgod's cosmicforge asset editor and cheat engine ..

(WILL ADD) effect application mechanics, CTH, CTPenetrate, Spell damage reduction due to reists and more from Ancient 2004 thread. Info extracted via disassembling game code by (forum tag) "Silicoid".
https://kamrad.ru/showthread.php?s=5918315ea1b7be04785b907fb3994bab&threadid=58460&perpage=25&pagenumber=1
1) Attributes (gain +6 per character Lvl up)
The Primary attributes.
As one would expect they are involved in pretty much everything so learning what each and every one is responsible is key to getting confortable with the character build decisions .. We will discover bellow their various effects on the various game systems and derived statistics .

Effective Attribute used in derived formulas (capped between 0 and 125)

Attribute + SumOfSpellBuffs + SumOfGearAttributeBonuses + HEX'

HEX' is a condition inflicted on RPCs on unliked areas. -20 all attributes and -20 to all skills

attribute buffing spells are combat only:

Superman, single target, +5 to all attributes per power level. (+35 all at PL 7)
Haste, party wide, +10 to Speed per power level (+70 at PL 7)
Slow, AOE debuff, lowers speed attribute
Hex, AOE debuff , -20 all attributes and -20 to all skills
The area HEX and the combat HEX stack to devastating -40 all attributes and skills.
1.1 STRENGTH (wpn damage%, toHit, CarryCap, Stamina) Governs ( most weapons,..)
Strength is a factor in melee and most ranged weapon damage formulas (can more than double main hand melee damage output), provides average ToHit bonuses for melee and ranged attacks ( ranged attacks get half the Strength bonus toHit and damage, offHand weapons get half the bonus half the Strength bonus toHit and damage so off hand ranged weapons (can dual wield throwing weapons) only get a quarter of the Strength bonus toHit and damage.

See the google sheet bellow for more precise values and breakpoints.
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

Strength is the heavier factor in carry capacity formula Floor(STR*2.4+VIT*1.2)
TO_re_TEST (separate floors or floor on the sum ?) . Encumberance caries all sorts of penalties (attack rating, initiative, nr of attacks, max number of swings , armor class .. We will look closer on encumberance later - suffice is to say it is a critical system to get a hold of in 8 man parties and gets even more crucial as the party size decreases ..

Strength is an equal partner in the max stamina formula :
Round ((STR+VIT+PIE) * (0.7 + (Level-1)*0.033333)). Stamina management gets a bit less critical towards the late of the game you will have the spell pools and out of combat spell regen to sustain it - making it less of a chore. Runing out of stamina in combat is a common occurance for characters optimised for melee/ranged DPS output - lots of swings equals high stamina consumption. Low stamina lowers Base Armor Class (BAC) and runing out turns your characters into piniatas for melee enemies to kill easily ( SETS BAC to -5 disabling huge possible BAC bonuses) and enables an additive +100% damage bonus for melee attacks.
Will talk in more detail about the stamina system bellow ..

Strength is also a governing attribute for training most weapon skills except dagger, martial arts and modern weapon.

While strength DOES NOT influence nr of attacks, nr of swings , BAR, BAC, initiative directly it can PENALIZE all of them indirectly trough the encumberance system. BEWARE OF DEBUFFS SUCH AS HEX and purge them ASAP..

You can buff strength via gear and Superman single target combat buff spell (+5 attribute points per power level).

The expert skill is called Power Strike and is moderatelly usefull. Provides melee toHit bonus 1 for enabling it, and then 1 extra for every 20 power strike skill points. Rogue, Bard & Engineer have medium 6/30 BAR progression, casters have it even worse at 4/30 (half that of the "warrior" professions) ..and will benefit the most from Power Strike should you try and make them melee damage dealers (you probably should make any profession a melee and ranged damage dealer in WIZ8 just because you CAN :) ). Fighter's signature skill berserk alegedly suffers from a hidden CTH penalty that would also be mitigated by power strike.

1.2 DEXTERITY (nr_attacks, BAR, toHIt, CTH, CTP) Governs (ALL weapons, ..)
Dexterity is the only attribute that provides direct bonus to BAR (DEX/30 is a factor of the BAR formula). Base attack rating.

On top of that Dexterity provides solid and undiscriminating toHit Bonuses for melee and ranged attacks (main and offhand). It is thus the attribute with the most significant influence on the melee and ranged chance to hit CTH formulas.

https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

DEX+STR built up is the best attribute combo for dealing with infuriating early game missing issues ..

Dexterity is also equal partner to Speed in the Nr_Of_Attacks formula. And since, by comparison dexterity provides more bonuses in melee and ranged combat than speed AND speed is easily buffable in combat (HASTE is combat PARTY buff) - dexterity usuallly makes the better early investment for combat oriented characters. (only excuse for maxing speed first is on characters that must deploy combat protections in the first combat round. )

Dexterity governs all weapon skills, dual weapons, alchemy, music ,engineering, locks and traps, stealth, ..

The expert skill is Reflections. +1 BAC for enabling ; +1 for every 20 extra Reflection skill points.
Keep in mind incapacitated characters (paralyzed, unconscious, blind, asleep) SET BAC to -5 wasting all potential BAC bonuses ..

<Silicoid>Component of the CTH & CTP formulas<Silicoid>

Can be buffed with gear and the combat single target superman buff (+5 to all base attributes per power level).

Dexterity is NOT a factor in the maximum number of swings formula ..

Dexterity is one of the most important base attributes.
1.3 SPEED (nr_attacks, max nr swings, BAC, INITIATIVE, CTH, CTP) Governs(not much) ..
Speed is equal partner to dexterity in the number of attacks formula.

Speed is the ONLY primary attribute involved in the maximum number of swings formula.

Speed has the same influence on round initiative as Senses. (+1 initiative point per 5 attribute points ) .

Snake speed provides +1 initiative for enabling and +1 every 10 snake speed points .. (MANDATORY on the combat protection casters, MEH otherwise .. )

At high level Speed also provides a modest bonus to BAC.

<Silicoid>Component of the CTH & CTP formulas<Silicoid>

What makes SPEED a second rate attribute (on the above water :) maps ) for most characters is the existance of the combat party buff spell HASTE. +10 Speed per power level. That is a huge amount of attributes points ..

The notable exception are the character(s) resposible to deploy the combat protection spells in the first turn .. Enable Snake speed for those characters ASAP and don't neglect senses on them either ..

Speed governs (not a lot) Dagger, Modern Weapon, Pickpocket
1.4 SENSES (tohit formula, INITIATIVE, CTH, CTP) Governs (CC, RC, dual weapons, psionics)
(at high levels) Senses provides some modest (compared to dexterity) to hit bonuses to melee and ranged weapons ..

https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

Senses has the same influence on round initiative as Speed. (+1 initiative point per 5 attribute points ) .

Senses influence to combat performance is thus pretty neglible.

It is a very crucial attribute for the combat protection casters (raise "shields" BEFORE whole squad gets disabled/killed by 1 AOE spell)..

<Silicoid>Component of the CTH & CTP formulas<Silicoid>

Senses - helps "searching" for hidden items without Ranger ?

The expert skill Eagle Eye (extremely situational) provides extra +1 tohit to ranged weapons for enabling and then +1 for every 20 eagle eye skill points. Thing is while ranged attack capability for the whole squad is important (lots of mosnters with extended range attacks for example )- it is usually way less crucial to be able to kill at extreme ranges. From the top of my head I find it hard to think of a enemy type that kites the party at extreme ranges ...

As a govern attribute Sense covers a few key skills : Close and Ranged combat, Dual Weapons, Psionics, Mythology, Artifacts ..
1.5 INTELLIGENCE (Mental Resist ) Governs (a lot)
Nearly no direct influence to combat .
<Silicoid>Component of the CTH & CTP formulas<Silicoid>

At high level Intelligence provides modest bonuses to Mental resist.
<Silicoid>IF (Intelligence> 80) THEN Mental_Resist += (Int-80) / 2 <Silicoid>

http://steamcommunity.com/app/245450/discussions/0/133261370007782199/

Governs a few crucial combat skills Close and Ranged Combat, Engineering, Music, ; locks and traps and many magic skills Wizardry, Alchemy and Psionic spell books and all the realm skills.

Power Cast is the expert skill AND I HAVEN'T BEEN ABLE TO MEASURE IT DO ANYTHING ..

Certainly NO EXTRA spell damage,buff duration .. a few POWER CAST TESTS (without looking at the code):

Test1:
Set heal wounds from 4D4 + 0 to 10D1 + 0 .. (heals exactly 10 hitpoints pe PL every time..)
So at PL 5 will heal 50 hitpoints.
Enabled powercast on VI, set it to 100. This means floor(100/4) + 1 = 26% powercast factor.
Now at heal wounds PL5 healed 63 hitpoints. (5 * 10 * 1.26 ) .

Test2:
SUPERMAN 7 test.. lasts 9 turns add 5 per PL .. Test subject went from 30 to 65 piety. 30 + 5 * 7
Enabled Powercast 100. Now superman lasts 10 turns (its not 11 so maybe need to look into some rounding but DID increase), more importantly piety went from 30 to 74. 30 + 5 * 7 * 1.26

Test3:
MAGIC Screen (7) duration went from 211 to 211 * 1.26 = 265. (maybe not so useful because refreshing expired out of combat spells is a way to train magic skills )

test4 (BIG FIND)

silence (7) without power cast effect_casted_strength 17
silence (7) with 100 power cast effect_casted_strength 19

DID NOT INCREASE BY 1.26. But it did increase !

[!!PASSED!!] Sulfurous Scorcher ID= 781 rolled 10 to avoid SILENCED; CT_AE: 95% = (17(M_LVL) - 17(effect_casted_strength)) * 3 + 7(effect_rez_bonus) + 90 (Combat_Modified AIR REZ) [!!PASSED!!] Sulfurous Scorcher ID= 781 rolled 61 to avoid SILENCED; CT_AE: 95% = (17(M_LVL) - 19(effect_casted_strength)) * 3 + 7(effect_rez_bonus) + 90 (Combat_Modified AIR REZ)

POWERCAST WILL MULTIPLY THE AMOUNT OF HEALTH & STAMINA HEALED , buffs from superman, haste, body of stone, guardian angel AND DURATIONS OF BUFF SPELLS ..!! by 1 + (floor(100/4) + 1)/100
That why powercast rolls to train when casting these spells and why using heal(1) to heal all party members after every battle before they regenerate health is a decent way to (also) train power cast.
(NOT USELESS ON SUPPORT CASTERS !!).

I also remember that basic energy blast test vs king krab. Damage increased vs 0 fire resist by 1.25 (most likely 1.26 but did not know at the time).
Feel like repeating that experiment.


Change make wounds from 2D3 to 10D1 (10 damage per PL each time every time ). No power cast .


Set Testsubject sufurous schorcher divine resist to 0.

MW(2) 17 damage ??! (vi is lvl 21 test subject 26)
MW(2) 18 damage ?? 17 ; 19; 16 .. why is there RNG this time ?

Enable PC 100.. 23 damage.. 19 * 1.26 .. PC INCREASES SPELL DAMAGE BUT ITs HARDER TO CLAIM BY 1 + (floor(100/4) + 1)/100 .. because of that variation ..

Disable PC. Set DIV resitance to 100.

UNAFFECTED, UNAFFECTED,

Enable PC 100 (*1.26) ..Takes 4 damage...code dive it will have to be ..
1.6 PIETY (SpellPoints, Stamina, Divinity Resist ) Governs (spell domain skills)
Relatively minor direct component in the amount of spell points per realm formula. (the indirect govern influence might be higher)

Equal partner in the stamina formula Round ((STR+VIT+PIE) * (0.7 + (Level-1)*0.033333))

At high level Piety provides modest bonuses to Piety resist.
<Silicoid>IF (Piety> 80) THEN Divinity_Resist += (Piety-80) / 2 <Silicoid>

http://steamcommunity.com/app/245450/discussions/0/133261370007782199/

Governs Divinity spell book (heavily) and the realm spell skills.

Expert skill Iron Will (weak expert skill) provides +5% to all resists and extra +1% for every 5 points of iron will skill. Combat protections will still be necesary for peace of mind.

Even more of a dump stat on most professions .. Divine casters might apreciate it a bit more and casters in general ..Spell points become nearly non-issue by the lategame when you aquire out of combat spell regen items ..

1.7 VITALITY (HP, CarryCapacity, Stamina, racial resist, "resist disease" ??) Governs (nothing)
Only primary attribute component of the hit point formula .
Round( (4+0.8*Profession_HPmul) * (Level+1) * (3/8 + Cur_VIT/200) )

Profession_HPmul table: mage 1; psionic 2; bishop 3; alchemist 4; priest 5; gadgeteer 6; bard&rogue 7; monk,ninja&ranger 8; samurai 9; lord& valkirie 10; fighter 13

Weaker factor of Carry capacity Floor(STR*2.4+VIT*1.2) . Can use +VIT gear to solve some encumberance issue when +STR is not available.

Equal partner in stamina formula: Round ((STR+VIT+PIE) * (0.7 + (level-1)*0.033))

Expert Skill Iron Skin. +5% physical damage absorption for enabling and +1% for every 4 Iron Skill points extra. (physical damage is rarely the problem past the early game. Getting the entire party mass spell killed/disabled is what will kill a party)

Another possible dump stat but with potentially painfull consequences.. (resurect dust is "cheap" like everything else after alchemy gold transmutation starts to kick in. unless you solo/ironman ..)

Some races get extra Resist from Vitality

Dwarf +Vitality/5 to fire resist
Gnome +Vitality/5 to mental resist
Hobbit +Vitality/5 to earth resist
2) Skills - Trainable in and out of combat (grinding mechanics) TRAIN MECHANICS
The fact that most skills are grindable to various degrees is what makes it possible to have (with a bit of effort) competent casters that are also competent in ranged and melee combat (to various degrees until they catch up in levels) . Do not neglect this aspect ! You might be surpsided what caster proefessions can achieve in melee and ranged combat ON TOP of their casting skills if you give them ..carefully distributed attributes and .. a LOT of practice :) .

We will discover bellow their various effects of skills on the various game systems and derived statistics .


Effective Skill used in derived formulas (capped between 0 and 125)

Round(Skill * PrimarySkill) + SumOfSpellDeBuffs + SumOfGearSkillBonuses + HEX'

PrimarySkill: 1.25 if this is the character's primary skill, 1 otherwise.

HEX' is a condition inflicted on RPCs on unliked areas. -20 all attributes and -20 to all skills

combat skill de-buffing spells:

Divine Trap : party buff +6 to locks and traps skill per PL party wide (for disabling traps only).
Hex - AOE debuff , -20 all attributes and -20 to all skills.

The area HEX and the combat HEX stack to devastating -40 all attributes and skills.

<Silicoid>

On Skill Training

At the end of the turn for every person called the function to increase skills.
This function is passed:
- The skills that were used during the course of
- increasing the number of attempts for each skill

CYCLE ON Skills
CYCLE IN Attempts
1. Formed number of skills-based attributes on which it depends, plus a few more factors.
- High Attributes increase this number
- High Skill value decreases this number
2. throw "the dice" when he fell out successfully (meaning "dice more," Numbers), the skill increases (to be more precise, the first special intermediate counter increases, and only when it reaches a certain point, that even then, and there is an increase proper skill.).
END
END

number of attempts defined by the table:
1. Pearce missed - 1 attempt
2. Pearce hit, but did not cause damage - 2 attempts
3. Pearce hit and damage inflicted - 4 attempts
4. Pearce hit and damage caused doublings (warrior under Berserk, thief vile blow) - 5 attempts
...

Note:
1. Weapon skills are a couple. For example: Sword / Melee, Bow / Ranged.
In cycle throws "dice" and it is determined by what will increase. Thus of 4 attempts can say called 3-fold increase in the Sword and 1 times increase in close combat. As chip fall. + The code can be seen that Random is from 1 to 3 and is taken at random three options, just not tested, but presumably the third parameter is a double weapon.
3. For those Persians who make multiple blows calculation for each stroke comes separately. For example:
Samurai threw x4 of them once fell and missed three times. The increase in mass gets:
Sword / Middle / Dual Weapon - 4 attempts (?)
Sword / Middle / Paired Weapons - 1 attempt (?)
Sword / Middle / Paired Weapons - 1 attempt (?)
Sword / Middle / Dual arms (?) - 1 attempt

PS The specific formula for calculating the probability of increasing skill in dependence primary attributes and the current value of skill, given later, when finish bringing it to normal mathematical mean.

X = ((100-SKILL) * ((Attr1 + Attr2) / 2)) * 0.01

If RND(100) < X Then
count++
If count > 8 then
{ count = 0 ; SKILL++ }

The calculation is always used pure skill value. Those. bonus + 25% is not included, and are not taken into account allowances from the weapon (rings, etc.). Thus the wearing of bonus stuff does not slow down the growth of skill.

- the degree of danger kastovki (yellow, red, etc.) does not affect the the growth of skills
- skills growth occurs at the time of spells kastovki, so parameters such as the damage done, successful / failure, the number of targets, etc. do not affect the growth.
<Silicoid>
2.1 CC/RC (BAR, nr_attacks, max nr swings, unarmed init, Ranger Kill)
Close Combat and Ranged Combat skills.

Factor in the base attack formula (BAR); Half as effective as the Weapon Skill.

Factor in the number of attacks formula ; Half as effective as the Weapon Skill.

Factor in the maximum number of swings formula ; Half as effective as the Weapon Skill.

CC provides a bonus to unarmed combat ON_Weapon initiative (relevant for the maxiumum number of swings formula ) 1 per 30 skill points
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=408993323

RC is involved on the (so far unknown) ranger chance to kill with ranged weapons formula ..
2.2 WPNs (BAR, nr_attacks , max nr swings)
The weapon skill is a factor of the fallowing formulas

BAR, nr_attacks & max nr swings. Twice as effective as the CC/RC skills.
2.3 Martial Arts (BAR, nr_attacks, max nr swings, base unarmed damage, unarmed init)
As all weapon skills factors in BAR, nr_attacks, max nr swings but also scales the base unarmed damage for the unarmed "weapons" and also provides extra ON_Weapon initiative to to unarmed weapons which would allow unarmed attacks at high level to get up to 5 swings per attack if it the maximum number of skill based swings wasn't capped at 3.

https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=586246780
2.4 Dual Weapons (BAR, nr_attacks, max nr swings)
Affects dual wielding WEAPONS (will not HURT martial arts).

Did not yet look deeper as to DW skill precise influence on the nr_attacks, max nr swings formulas .

I did examine DWs influence on the BAR.

BW inflicts a small flat penalty to BAR to both weapons. And, more problematically a percentage nerf to the bonuses from the CC_RC and WPN1 & WPN2 skills. Which means at high levels of CC_RC and WPN skill (endgame) dual wielding will HURT BAR significantly ..

The dual wield skill also provides an additive liniar bonus of up to +7 to BAR for each hand at 125 DW skill.

AT low CC_RC & WPN skills compared to DW skill (early game lord ?) dual wielding will provide a small bonus to the weapons BAR. At high CC_RC and weapon skill (ENDGAME) however, the percent based nerf cuts deeper than the liniar bonus of DW can compensate for (especially if DW skill is lower than the CC_RC and weapon skills) ..
2.5 SHIELD (BAR, nr_attacks, max nr swings, BAC, CTBmelee)
Sadly more questions here than precise answers for the moment. Will hopefully take a closer look to shield mechanics in the future ..

Shield lack of shield skill and shield type (heavier shield types require more shield skill to eliminate penalties) .

Lack of sufficent shield skill can penalize BAR, nr_attacks, max nr swings. (you don't need a lot of it like in DW's case)

Shield skill can provide bonus to BAC. 1 point per 25 shield point capped by the default BAC bonus on shields. Light shields can provide max +1 from shield skill but the heavy shields can go up to +4.
Shields get extra bonus to BAC when using the DEFEND combat action .

Shield Chance to block ??
Shields can block some melee attacks (after a certain point in the game is not melee attacks that are going to be the problem still would be nice to know the precise mechanics for shield blocking).
As of now I don't know if the shield chance to block is fixed , tied to shield type, scales with shield skill or defend action ??..

It seems to me that lategame with big shields and high shield skill my characters block more often than early game , .. still just personal opinion ATM ..

2.6 Lockpick and traps (stacks with party divine trap)
Rogue (primary skill), Bard or Engineer.

Rogue gets +20 from gear easily dual (cursed) thieves dagger or thieves dagger + thieves buckler.
Engineer gets +20 from gear dual tinker's carryall (Bella merchant) + thieves buckler. (no *1.25) .
Bard gets +10 from thieves buckler. (no *1.25) .

Disarm trap skill = Locks*PrimarySkill + SumOfLocksFromGear + 6*PL Divine Trap skill

A rogue with +20 from gear would need (125-6*7 -20 )/1.25 = 51 locks&traps skill for max chance to disarm trap (with divine trap support). 51 * 1.25 + 20 + 42 = 125.75 .

Engineer would need 63. Bard 73.

Most traps are harmless - easiy to deal with the consequences . But you must pay attention when a single trap can take away your milions of currency made from dealing in alchemy products ..

2.7 Music & Engineering
I've put those profession specific skills together since they function similarly in many regards ..

Bard picks up already made up instruments. Gadgeteer must assemble his first.

Endgame bard achieves pema-combat casting with the Reinnasance Lute that generates more stamina than it consumes to operate (when it doesn't fizzle). And heals and removes most negative conditions on top of that.

Until that point both professions are dependant on stamina management mechanics - more than usual. Using a caster to pump stamina to bard and or engineer during combat ofthen makes for better spell point efficency early-mid game ..

Since stamina regenerates extremely quickly out of combat (even on males) both professions can use their initially limited spell selection much more ofthen than the spell book based casters at the cost of extra carry weight for their toys. They also get better HP, BAR, nr attacks, nr of swings than regular casters AND A TON OF POWERFUL UNIQUE EQUIPMENT (mostly the bard).
The high Strength required to carry the toys and the low need for "casting stats" also makes them much better melee and ranged fighters than casters ..

Gadgetter also can create the highest damage output ranged weapon in the game (triple shot xbow which incidentally lategame outdamages his ultra upgraded omnigun more than twice over. More projectilles per attack and extra 75% damage per quarrel due to Strength.). There will be a few levels gap where Gadgeteer will get 3/3 attacks with omnigun (faster initiative than triple XBOW and modern weapon class skill). Once the triple XBOW catches up to 3/3 it wins the damage race easily. Another lategame contender vs omnigun are Ferro's StongBows. 1 less arrow per attack than omnigun but made up by the more than double damage per arrow *(1+0.75+0.4).

4 vs 3* (1+0.75+0.4) vs 5 * (1 + 0.75)
4 vs 6.45 vs 8.75 (omnigun with repeater no STR, strongbow with 40% damage, triple shot xbow).

Bard instrument locations.
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=176225858

Gadgeteer recipes and locations.
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=462801132

I vaguely remember some table on the internet with Gadgeteer & Bard level and engineering & music breakpoints to "cast" the instrument at maximum level .. Cannot find it atm ..
2.8 "Casting" using artifacts and throwing skill (SUICIDAL BACKFIRES)
https://steamcommunity.com/app/245450/discussions/0/2261314050786536289/

Much of the magic gear comes with various spell charges castable using the artifacts skill. I think the various multi-charge stixes and scrolls also work based on artifacts.

By a similar mechanic some explosive potions and powders use the throwing skill.

SADLY the interface doesn't provide the crucial feedback as for the chance of SUICIDAL backfire you get when casting regular spells.

In the early game when this things would most beneficial they are also most suicidal (low level parties are rarely capable of surviving mass damage or disable backfire) .. Abort ironman or reload ..

Without clear understanding of the mechanics behind the chance to backfire on those things - wisdom dictates NOT TO USE THEM EXCEPT AS A LAST RESORT early game when they WILL KILL YOU much more often than the enemy AND LATER YOU WON'T NEED THEM (unless doing some sort of no caster challenge) .. At Level 1 or 2 one sleep spell backfire from bard is game over.
Even higher level - blinding spell backfire is almost guaranteed game over ..

Might revisit this after I check how it works on casters since we have clear feedback in the UI there and the mechanics should be similar.

Artifacts skill is also used to ID items. Handy early game - but later you can train caster mind realm a lot by identifing items via spell .
2.9 Mythology
A few words about this skill. (provides info about various enemy stats .. knowing what weak resist to target is crucial early)

Without meta-knowledge of enemy resist weaknesses it is impossible early game to aquire and deploy the most optimal disables to the various enemy groups.

Like with the artefacts and throwing "casting" mechanics - early game when you need them the most - they don't work. At least this one won't directly kill you on failure ..

And when it does start working is quite depressing late game to see most enemies have gotten highly resistant to everything by then.. Your resists are capped at 100. Enemies suffer no such limitations ..Perhaps different formulas for the spell damage you inflict vs the one you inflict to the enemies ?

I'm not advocating speding skill point early in this skill (skill points are are very precious the very first levels ). I'm just whining about a weird design decision that contributes to achiveing inverted difficulty curve (early game the hardest ).
2.10 Stealth (BAC)
Rogue, Monk , Ninja .

Straight forward +1 to BaseArmorClass for every 10 stealth skill points.
Like all BAC bonuses it goes away when character is disabled as it sets BAC to -5 (paralysed, unconscious, asleep, non-monk blind ).

Also it presumably makes the charater less likely to be targeted in combat which might be counter productive when you're trying to train STEALTH (double irony), reflection, shield or iron skin ..
2.11 Alchemy ($$$$$$$ bringer)
Alchemist, Bishop, Ranger, Ninja || Dexterity + Intelligence

Casters immune to silence. (I think only restauration can "cure" silence) ..

While the other spell books need to spam spell to train this one can be trained excusively via mixing potions and powders from skill level 15 all the way to 100 while making you filthy rich along the way.

Alchemist starts with (12 + 5) * 1.25 = 21 !!! alchemy right out of the gate.
Bishop at 6 + 5 = 11 has a bit of work (1 lvl up) to get the cooking started.
Ninja is the worst since it will take considerably longer to reach lvl 5 and from there 15 in Alchemy - but once that happens .. alchemy skill explodes as with the others .

The spells available are almost secondary to this simple fact. So are governing attributes to a certain extent (merchants produce new ingredients at set intervals ..)

https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=1624471007

The big money bringing formulas:
Min Alchemy LVL A +B =C Value gain
15 Light heal + Mod Heal = Heavy Heal 300
20 Stink Bomb + Boom Bomb = Acid Bomb 250
40 Cure Light Condition + Heavy Heal = Cure Disease 650
50 Heavy Heal + Cure Disease = Renewal 2850
50 Sneeze Powder + Flash Powder = Pandemonium Powder 2920

Those two don't make you rich but solve stamina issues and cure most conditions in combat:
Min Alchemy LVL A +B =C Value gain
20 Mod Heal + Mod Stamina = Pickmeup 0
50 Heavy Heal + Heavy Stamina = Restoration 200


Spells :
might say a few words about the better alchemy spells. Will also have a separate section on the best spells later ..
2.12 Wizardry , Divinity and Psionic SpellBooks
Wizardy (Intelligence), Divinity (Piety), Psionic (Senses, Intelligence) .

They all have a big thing in common. They aren't alchemy - without endless potion mixing these need to train "the hard way" (via casting spells) . Alchemy can help train Divinity & Psionics :). Just by identifying 1 by one the potions produced by alchemy - the mental school and spell book skill will go up significantly ..


Spells :
might say a few words about the better alchemy spells. Will also have a separate section on the best spells later ..

2.14 Recap of the Expert Skills
powerstrike STR (+melee to hit 1 + 1 every extra 20)
reflection DEX (+BAC 1 + 1 every extra 20 )
snake speed SPD (+initiative 1 + 1 every extra 10 )
eagle eye SEN (+ranged to hit 1 + 1 every extra 20 )
power cast INT (?? NOTHING ?? reduces damage loss due to reists/lvl, and more)
iron will PIE (resistances 5% +1% every extra 5)
iron skin VIT (physical damage resist 5% +1% every extra 4)

<biogoo> Superman is boosted by power cast: A 44 power cast priest casted it on power 6 and gave +34 to stats instead of +30 (+35 would be the effect of power 7).

Body of stone is boosted by power cast: A 47 power cast alchemist casted power 6 body of stone and got +9 to all AC (the usual effect of power 7).
<biogoo>
3) Derived Statistics
Hitpoint progession (formula), Stamina (formula) , Carry Capacity (formula and penalties) , BaseAttackRating (formula) , AtackRating (formula ..) , ArmorClass & BaseArmorClass (formula ...) // Dodge & Vs penetrate , Damage Absortion (formula - dwarf, monk, iron skin, stoneskin spell, native ..) , ChanceToHit (AR defence range to target - hit // penetrate) ,ChanceToBlockMelee (cannot block arrows - shield quality/ char /skill level ?), Missile Shield CTB arrows , INITIATIVE (formula,) , SpellPoints formula
3.1 Hitpoint progession (formula + hitpoint table)
Curent Max HP at level and VIT = Round( (4+0.8*Profession_HPmul) * (Level+1) * (3/8 + Cur_VIT/200) )

Profession_HPmul table: mage 1; psionic 2; bishop 3; alchemist 4; priest 5; gadgeteer 6; bard&rogue 7; monk,ninja&ranger 8; samurai 9; lord& valkirie 10; fighter 13

Vitality point per Hitpoint Conversion formula = ((4+0.8*Profession_HPmul)*(Level+1)) / 200

Profession Hitpoint progression table:
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=2039895651


so 100 vitality points would be worth:
100 * ((4+0.8*1)*(1+1)) / 200 = 4.8 hit points on a lvl 1 mage
100 * ((4 + (0.8 * 13)) * (1 + 20)) / 200 = 151.2 hitpoints on a lvl 20 fighter

Also 2 * (4+0.8*4 ) = 4+0.8*13 meaning at equal vitality and level fighters should have exacty double the maximum hit points of alchemists.
3.2 Stamina (formula and mechanics)
MAX Stamina = Round ((STR+VIT+PIE) * (0.7 + (level-1)*0.033))

Stamina Mechanics (to clean up later) :

Once you unlock multiple attacks and swings per turn or use gadgets or instruments : stamina will drop pretty quickly in combat.
Low stamina is a minor penalty to BAC. 0 Stamina: unconscious RESETS BAC to -5 and enables +100% additive melee damage modifier !!! This is also true for enemies. (some of them can deplete stamina before hit points - especially later whem using low damage skill "training" weapons or weapons/ammo with the "stamina drain" property).

Sources of in combat stamina modifiers:

Lose:
Use Gadget (TODO amount ?)
Use Musical Intrument (TODO amount ?)
CAST SPELL (TODO amount ?)
Weapon Swing (TODO amount ? ; berserk uses more ?)
Dodging attack (TODO amount ?)
Getting hit by physical attack (TODO amount ?)
BlockingWithShield ??

Gain:
Defending or beeing Unconscious (TODO amount ? fighters get a bit more/ scales ??)
Cast Stamina ((6d6 PL, limited by water SP & inventory magic nectar potions )
Use Stamina Potion (TODO amount ? limited by inventory/$$)
Use Pickmeup Potion (TODO amount ? limited by inventory/$$) ; also heals HP
Cast Rest All ((6d6 PL, limited by water SP & inventory magic nectar potions )
Use Restoration P (TODO amount ? limited by inventory/$$) ; also heals HP and conditions !!
CAST Restauration (TODO amount ? limited by SP & magic nectar) ; also heals HP and conditions !!
USE Reniassance Lute (restauration) (TODO amount ? UNLIMITED POWER !!) ; also heals HP and conditions !! (costs significantly less stamina than it generates )



<silicoid>
stamina costs to physical attack

CostStamina = weight * 0.025 + RND [ weight * 0.025 + 1 ] + 2

Where :
weight - weight multiplication by the arms 10. for example: weight 1.5 in the formula is 15
CostStamina - stamina costs per swing
-------------------

stamina regeneration when defending

X = MaxStamina * 0.05 - 1
IF X <1 THEN X = 1

IF Pers_imeet_povyshenuyu_regenatsiyu_staminy (warrior) THEN

IF LvL> = 20 THEN
K = 3.3
ELSE
K = (LvL * 2 + 60) * 3.3 * 0.01
END

X = X * K
END

RecoveredStamina = 2 * RND [X]

WHERE :
MaxStamina - maximum value stamina
RecoveredStamina - increase stamina for progress
-------------------------
Stamina cost for bard using musical instruments.

BardNeedStamina = SpellLevel * 8 + 20

WHERE
SpellLevel - spell level.

The strength of the spell cast currently independent.
The number of stamina is also influenced by Character encumberance
Increase in stamina cost:

Blue + 25%
Green 50%
Yellow + 100%
Red + 200%

In addition, in the code there are two strange things, one adds 25%, the other takes 25%. They have me on a test Barda did not work, maybe it's some kind of spell effects.

If you do not have enough stamina, bard dudit on what is and is knocked unconscious.


<silicoid>
3.3 Carry Capacity (formula and penalties ENCUMBERANCE HEX DOMINO EFFECT
Carry Capacity = Floor((STR*2.4+VIT*1.2)*RaceCarryMod)

RaceCarryMod = 0.66666 for faeries , 1 for the others.

table with penalties.
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=2079812546

Encumberance can lower a lot of derived statistics : nr attacks, nr swings, initiative, AR, BAC.

BEWARE OF HEX condition !!: On top of the "direct" impact to derived statistics by lowering primary attributes - THE LOWERING OF STR & VIT will run a nasty number on your carry capacity and bring ENCUMBERANCE penalties on top of everything else. And since party inventory is share a couple of HEXes left uncheckd can bring encumberance penalties on your entire party !!

HEX can be cured by restauration (50 Alchemy potion recipe or (divine) Spell or Lute). DO SO RELIGIOUSLY !!

Think long and hard about what a single faerie in your party is going to do to your party carry capacity ..

<silicoid>
Increase in stamina cost:

Blue + 25%
Green + 50%
Yellow + 100%
Red + 200%
<silicoid>
3.4 AttackRating (formula ..) & BaseAttackRating (formula)
Attack Rating is a crucial component in the melee and ranged to hit formulas.
BAR is a component of the attack ratting parameter
AR = ( BAR + sum of to hit bonuses)

to hit bonuses come from DEX, STR, SEN , PowerStrike and Eagle Eye breakpoints:
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

AND SPELL Buffs:
Bless party combat buff: +2 to hit melee&ranged regardless of PowerL.
EnchantedBlade non-combat party buff: '+ (1 1 2 2 3 3 4) to hit (and penetrate ??) melee and ranged.
Some Conditions impose penalties to hit.

----------------------------------------

Simplified BAR formula (ignoring potential penalties from dual wield, encumberance or insuficient shield skill):

BAR = Round (12 + dex/30 + (2/45) * (CC_RC + 2 * WPN) + ( ProfessionLvLUpMul * 2 * Lvl ) / 30)

ProfessionLvLUpMul :
4 fighter, lord, valkyrie, ranger, samurai, ninja, monk
3 rogue, gadgeteer, bard
2 priest, alchemist, bishop, psionic, mage

The above formula is "mostly" correct since it assumes BAR bonuses from CC_RC and WPN to BAR are "liniar" like there are from DEX (.. + dex/30).

There is an extra level of complexity:

BAR from CC_RC skills jumps every [21 24] 21 24 21 24 21 ... CC_RC skill points . I've approximated as (21 + 24) /2.

BAR from WPN skill jumps every [11 12 10 12] 11 12 10 12 11 12 10 12 11 12 10 12 .. WPN skill points.
I've approximated as (11 +12 + 10 + 12 ) /4.

This is why the above formula will be wrong from the in-game value by 1 point (very rarely) .

------------------

UPDATE:

Now we know the real value is actually ~5 times higher and that the game doesn't use floating point math for (most) combat calculations (the game engine does make use of floats for coordinates on the map, portal spell's location, combat camera work, aiming.. ). Which means integer math with lots of rounding errors (divisions by powers of 2) ... So after spending a few hours with the disassembler:

BAR SINGLE WEAPON = Floor( Floor(( CC_RC + 2 * WPN ) / 3 ) * 2 + Floor(DEX/2) + SUM(ProfessionLvLUpMul * Lvl) ) / 3) + 60

BAR DUAL WIELD MH = floor((floor((floor((CC_RC + 2*WPN1)/1.5) + floor(WPN1/2) + DW) * 10/35)*2 - 10 - floor((100-DW)/4 ) + floor(DEX/2) + SUM(ProfessionLvLUpMul * Lvl))/3) + 60.
BAR DUAL WIELD OH = floor((floor((floor((CC_RC + 2*WPN2)/1.5) + floor(WPN2/2) + DW) * 10/35)*2 - 20 - floor((100-DW)/4 ) + floor(DEX/2) + SUM(ProfessionLvLUpMul * Lvl))/3) + 60.

Many of the terms in those formulas appeared in Silicod's formulas for # attacks and swings but I could't divine them without a code dive ..


3.5 ArmorClass & BaseArmorClass (formula ...) Dodge & Vs penetrate
Armor is cosidered individually per body part in Wiz 8 for your characters and for enemies.
Your characters are "made of" and thus can be hit in: head , torso, legs, hands and feet. (inequal percentages for a hit to land on the varios parts - most hits would land on the torso )

Armor Class is resaponsible both for a character's chance to dodge an attack ((which components ? of the AC )) and also to resist weapon penetration (which components ? of the AC ).

Formula of ArmorClass = BAC + (sum_vs_penetrationModifiers + ACValueOfEquippedArmorPiece)

ACValueOfEquippedArmorPiece = As it says. Weapon focused professions can carry heavier armor pieces with more AC on them.

Sum_vs_penetrationModifiers = three sources I'm aware of.
Armorplate out of combat party buff. + (1 1 2 2 3 3 4) to AC vs penetration )
Body of stone combat single target buff. +(1 2 4 5 6 7 9) to AC vs penetration)
Armormelt AOE combat debuff. -(1 ..??)

BAC = base armor class. Has a ton of potential sources
BAC = -5 if character is disabled (paralyzed, unconscious, asleep, )
else
faeries race +2 BAC
above 90 speed max +2 BAC
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

stealth skill /10 max +12 BAC
up to 2 * shield AC value (assuming enough shield skill .. 25 per BAC point ) and extra if defend action this turn
Sum of AC from magic items (cloak + rings/amulets)
Magic Spells: Just Bless +2 to BAC
Encumbrance: never good
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=2079812546

Some Milder Conditions ... cause penalty to BAC.
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=1073225395
fatigue (low stamina) TODO DETAILS ?
defensive action for turn +2 BAC
reflection expert skill 1 + 1 every extra 20 relection skillpoints to BAC

Depending on build and available +STR and +VIT (carry capacity boosting gear), the pieces of armor with the highest AC value on them might not always be feasable. [character and party encumberance MUST BE CONSIDERED WHEN SELECTING ARMOR PIECES ..Similar concerns must be given to certain very heavy weapons especially on low STR characters (usually casters) ]
3.6 Damage Absorption (formula - dwarf, monk, iron skin, stoneskin spell, native ..)
Damage Absorption is a component of the weapon damage formula.

Additive sources for DA:
Racial : Dwarf +6 DA
Profession: Monk up to +15 DA at level ??
Iron Skin expert Skill +5 and +1 every extra 4 iron skin points to DA
StoneSkin single target combat buff +(10 20 30 39 49 59 69) by power level

100 DA equals physical damage immunity ?

Many enemy types have built in DA - not visible via mythology skill :( .
Some examples:
Admanatium Slime 90 DA, Granite Golem 50 DA, Juggernaut 30 DA
3.7 ChanceToHit (AR defence range to target )
Since playing characters and monsters use different structures internally - this means that the calculations for chance to hit chance, to penetrate damage application are ran by different sections of the code for playing characters and for 'monsters' .. Which means similar but slightly different formulas but also double the work if one wants to uncover / log one or the other.

To the matter at hand, the chance to hit calculated for melee weapons determines hit or miss rolling a D100 dice.
While the ranged 'chance to hit' number is calculated exactly the same, its purpose is not to determine hit or miss directly.

<some speculation>
Instead, seems very likely (until fully confirmed by code dive) that it determines the maximum deviation the fired ranged projectile can deviate from the direct path between attacker and target. The projectile picks trajectory whithin this maximal fire cone and travels along it until it hits something (friendly fire capable) or runs out of the map.. So the fire cone is not like in Phoenix Point depending only on attacker / weapon stats (accuracy) - in wizardry 8 it also depends on how hard/easy the target is to hit.. Meaning conditions that affect the target's combat modified armor class will also increase the ranged attacks chance to land hits ..
<end speculation>

Depending on the difficulty setting the calculated chance to hit (will refer to it as CTH from now on) is multiplied by 1.4 (novice), 1 (normal), (0.6 expert). This happens right at the end. Be aware of it. I just wanted to get it out of the way so I din't have to double speak .. this penalty .. that but ..remember the 0.6 .. IT AFFECTS ALL THE FACTORS BELLOW ..

Formula
CTH = BaseAttackRatting + 5 * ToHit + 5 * Magical/Codition_ARmod + WeaponAttack_AR_MOD + Backstab_AR_Bonus + Combat_Modified_Monster_AC + floor(0.1 * (INT+DEX+SPD+SEN-INT-DEX-SPD-SEN))


BaseAttackRatting - for the used weapon, provided the formula in the other thread.. Professions provide different amounts per lvl, weapon skills, dual weapon skill when dual wielding, dexterity are factors .. The 'true' BAR value is used, the value displayed in-game when hovering is ~0.2 of the true value. Encumbrance can sap it.

ToHit , Magical/Condition_ARmod : ingame UI they are displayed summed together as ToHIT.
sources for ToHit: on weapon, STR, DEX and SEN, Power Strike and Eagle Eye provide some at various breakpoints .. (there some table I've linked in my game mechanics guide) .. The other variable gets +4 from Enchanted Blade lvl 7, +2 from bless (regardless of PL?), some conditions chip it ...


WeaponAttack_AR_MOD:
Berserk -30
Thrust -10
Throwing -5 // throwing weapons, the slings 'shoot'
Swing, Bash, Shoot 0
Punch +5
Kick -10
Lash +10


Backstab: Provides a +10 to hit (no matter if swing 0 + 10 , Thrust -10 + 10 or berserk -30 + 10 ). The ingame UI will report the Rogue as backstabbing, but the weapon attack mode penalty applies ..

Attribute difference Attacker vs defender .. not a big factor most of the time due to that *0.1 ...

Saved the Combat_Modified_Monster_AC for last since I just print this 'final' value in my logging script, as you can imagine there are a few things going on there..
Usually negative to bring the chance to hit the monster down...

We start we the monster's Base armor class. BAC.
Do 10 - BAC. (that's why lower values for BAC are better(makes it harder to hit) ) ..

Add a few bonuses (ex bless ) ...
Check for conditions that reset CMM_AC to -5 (blind, paralyzed, asleep, unconscious ..) .. If any active set CMM_AC to -5 ..

Add effects from other conditions that affect AC (ex afraid -2, )..

There is an CMM_AC affecting mechanic - in longer fights , attacking a monster multiple times will make improve his CMM_AC .. (I've seen it go to at most so far by 4)

And FINALLY multiply the value by -5 .

Ex:
King Crab BAC 9 ... CMM_AC without other effects (10 -9) * -5 = -5 (lower chance to hit him by 5%)
A savant Berserker BAC -5 ... (10 - (-5)) * -5 = -65 (lower chance to hit him by 65%)


Example of the current version of the PC CTH script log output
https://i.imgur.com/eiKSXnS.jpg
3.8 Chance to penetrate with melee or ranged weapons
Formula
CTP = BaseAttackRatting + 5 * ToHit + 5 * Magical/Codition_ARmod + WeaponAttack_PEN_MOD + LOW_STAMINA_PENALTY + Combat_Modified_Monster_AC + floor(0.1 * (INT+DEX+SPD+SEN-INT-DEX-SPD-SEN))

This shares a lot of terms with the CTH calculation. I'll point out the differences

WeaponAttack_PEN_MOD:
Berserk -30
Lash -10
Bash, Punch -5
Swing, Kick 0
Throw +5
Thrust, Shoot +10 // non omnigun ranged weapons or omnigun loaded with arrows or bolts


( The game does look for bonus to penetrate from items and spells to add to this. Manually adding a value in any of these offsets will make the game UI pick it up - show it in the + penetration section and use it for the CTP calculation.. Since there is no know such for this effect in game however this will just waste cycles and add a bunch of zeros ) ..

LOW_STAMINA_PENALTY: (based on Current vs Maximum stamina %)
>= 50% 0 // no penatly
[50%, 30%] -5
[30%, 10%] -10
[10%, 5%] -20
< 5% -40 !!

Ranged weapons using ammo - will use the ammo's attack mode for penetration calculations.

THERE ARE two new factors affecting the final Combat_Modified_Monster_AC ..

First:

Monsters have individual vs penetrate modifiers (not huge amounts) for the various attack modes.. As a general rule heavily armored will take more from bashing ..My combat log script displays these bonuses (and more).

ex: Helligator line
Modifiers Vs attack modes vs_thurst : 1; vs_punch :-1; vs_kick : 1;

Means Punching takes -5 % CTP penalty vs helligators but thrust and kicks will gain +5% ..

But really only the omnigun can adapt to some extent to these type of situations by being able to change attacking mode using the same modern weapon skill by switching ammo ..
Speaking of omnigun (arrows / bolts have thurst +10 to penetrate, stones bash -5 to penetrate)


Second:

Monsters can have a bit of extra armor for penetration purposes added when calculating CTP vs the body part that was hit.
(Here is where vsPenetration effects from magical sources are added (armor plate , armor melt, body of stone).

ONLY THE DIFFERENCE between the body part and BAC is added ..


Again the helligator example:
BAC -5
TAIL -5 (20%); HEAD -6 (25%); ->BODY<- -7 (40%); LEG -7 (15%);


So hitting helligator in the tail (same -5 as BAC ) no modification to CTP. Attempting to penetrate the head -5 - (-6) lowers the CTP by 5% (remember that * (-5) that comes at the end of CMM_AC calculation ). And helligator body and leg are with 10% harder to penetrate compared to his tail ..
3.9 Character turn INITIATIVE (formula,)
Will handle the formula here and the action queue mechanics later.

Initiative = 11 + SPD_ini + SEN_init + Snake_Reflex_ini + Floor((Level -1)/2)

bellow the breakpoints for the attributes and skill.

https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

Crucial for the casters responsible for puting up combat protections on first combat round. Max SPEED early . Senses can wait a bit ..
3.10 SpellPoints per realm formula & out of combat regen
Round((Lvl + 1 + Nr_Known_Spells_in_Realm) * ( 1 + Piety*0.02 + Min(125, HighestSpellBookSkill + SecondSpellBookSkill*0.5 + ThirdSpellBookSkill * 0.025 + 4thSpellBookSkill * 0.0125) * 0.02 + RealmSkill * 0.06))

Level of character without penalty even for hybrid casters.

All non-bishop casters only know 1 Spellbook (divine/wizard/alchemy or psionic) so they will use that. Dedicated casters have it as primary skill with *1.25 bonus which translates into a bit more extra maximum spell points than hybrids at maximum skill..

Bishops don't have any of the spellbooks as profession skill but they get the same bonus eventually by summing their skills (with penalty) on all four spell books they can learn. On top of that they can learn up to 4(?) times as many spells (via spellbooks) so mid-endgame they can reach much more spells than the single spellbook dedicated casters.

Piety's direct influence in the formula is pretty low. Also consider the indirect contribution by raising RealmSkill by training (controling attribute for all of them).

Of course past a certain amount - spell points become less important after you gain access to spell point regenerating items ...

<silicoid>

calculation formula SPELL POINT REGENERATION

ElementK = (MaxElementManna * 0.65 + 20) * 0.025 / 6

IF v_komande_est_bard TO ElementK = 1.5 * ElementK

Tact each PROCEEDINGS:
----------- ----------------------------------
CurManna = CurManna + BonusItems

SumManna SumManna = + * ElementK Racek
AddManna the INT = ( SumManna)
CurManna = CurManna + AddManna
SumManna = SumManna - AddManna
-------------------------------------- ----- -

Where :
the INT - integer part of
BonusItems - bonus to the growth of manna from things (in the properties of one written to regenerate mana)
MaxElementManna - Maximum manna in the elements (Fire, Water, Air, Earth, Mind, Divine Powers)
CurManna - Current value in the manna element
SumManna - The intermediates of accumulative variable-
ElementK - manna growth factor dependent on the skill of the elements (Fire, Water, Air, Land, Mind chudotvorstvo) for each individual element.
RaceK - manna growth factor dependent on the race: Fairy = 0.625, Lyudoyascher = 0.375, all others = 0.5

Note:
- Rest at rest RaceK = RaceK * 2

Sample calculation:

Race = Fairy Lyudoyascher, Man (all level 1)
Maximum manna fire = 5, the current = 0
no bonus things no
task to count the number of moves it takes to completely fill the manna of fire.

ElementK = (5 + 20 * 0.65) * 0.025 / 6 = 0.096875

Fairy:
ElementK * RaceK = 0.096875 * 0.060546875 0.625 =
X = 5/82 = 0.060546875 turns (41 at rest)

Lizard:
ElementK RaceK = 0,096875 * 0.375 = 0.036328125 *
X = 5/137 = 0.036328125 turns (68 at rest)

Man:
ElementK RaceK * 0,096875 * = 0.5 = 0.0484375
X = 5 / 0.0484375 = 103 moves (52 at rest)

<silicoid>
5) Core mechanics
The core ability to raise skills via practice (train) means not having "high" melee and ranged capabilities EVEN on casters a WASTED OPPORTUNITY. Also as we are about to see in the number of attacks and swings formula even if some professions can reach maximum number of attacks and swings later than others - ALL OF THEM CAN REACH THEM EVENTUALLY (with certain weapons assuming you don't finish the game first) .

A few crucial facts.

Strength damage bonus is halved for ranged weapons (the ones that even get it in the first place).
The melee formula allows for an additive +100% damage bonus vs targets affected by a series of conditions (disabled(paralyzed,unconscious, asleep, blind), hypnotised-enables from behind ).
Berserk and Backstab special MELEE attack modes provide +100% and 0% or 100% or 200% or 300% additive stacking damage bonuses respectively.

Endgame melee weapons have higher base damage than end game ranged ammunitions (and the high end ammunitions are CONSUMABLES IN SHORT SUPPLY) . So even if the top ranged weapon gets extra built in swings compared to melee weapons and other ranged weapons get small built in damage bonuses - THE MAXIMAL MELEE DAMAGE OUTPUT IS SIGNIFICANTLY SUPERIOR TO THE RANGED ONE during the end game (there might be a level gap where the triple shot Xbow competes with melee weapons since is accessible relatively early ) .

During a crysis situation (BOSS on top of party) maximal weapon damage output comes from melee weapons that in some configurations allow for using shields for extra BAC and CTB melee attacks ..

BUT MELEE WEAPONS ARE LIMITED TO MELEE RANGE. (a lot of anoying enemies position themselves at extended weapon range around the party). Very often a few melee swings KILL EVERY VIABLE TARGET IN RANGE AND THE CHARACTERS WITH LOWER INITIATIVE COULD WASTE THE TURN DOING NOTHING ..Or they could AUTOSWITCH to ranged weapons and train ranged skills for the turn while doing high damage using the close range (low to no penalties to ranged chance to hit)


There is one Boss that is way nastier in melee than in ranged range ..

Use every opportunity (prolong the fights when you can, past the initial low level difficulty hurdle) and TRY to train spell casting and melee and ranged and defence skill in every combat for all characters.
5.1 Weapon damage formula
Round(RNG_Base * (1 + STRMod + OnWeaponDamage) * (1 + berserk + backstab + 1of(disabled,behind) + doubleVS) * (1-targetDA))


RNG_Base: Random number within the weapon's base damage range. (a bit more complex, base weapon damage is defined as X Nr of Dices of Y value plus Z. For example dagger is 1d4 +0 ; bipennis is 2d8 + 5 )

STRMod see table :
https://docs.google.com/spreadsheets/d/1yNkklKuxwGQro4Zne13GtjF4Z4LYmaHJjZNXnkcJg6c/edit#gid=0

+2% per 1 STR point bonus past 50 STR for melee main hand. So +150% at 125 STR.
Ranged attacks get half of that. +75% at 125 STR.
Off Hand gets halfed again. +75% melee off hand ; +37.5% ranged off hand at 125 STR.
Whip, chain and vampire chain are treated as ranged weapons in this regard (halved STR bonus) but can use shield in off hand.

OnWeaponDamage : some bows have built in damage bonus. (can't compensate for the *0.5 STR bonus nerf)

berserk = 1 if attack was berserk , 0 otherwise

backstab = randomly between 0,1,2,3 if backstabing with weapon capable of thurst attack mode, 0 otherwise.

1of(disabled,behind) = 1 if target HIT BY MELEE WEAPON is suffering from ANY of the fallowing debilitating conditions (paralyzed, unconscious, blind, asleep, facing backwards(hypnotised)), 0 otherwise

doubleVs = usually 0. Very few weapons have extra 100% additive bonus vs certain enemy types (ex anointed flail vs undead ; beastslayer axe vs beasts, demon slayer sword vs demons ..)

Ex, Thief backstabing with bloodlust vs disabled target should get random multiplier between x3 and x6) .. Berserk bonus and vs disabled guaranteed and adding between 0 to 3 from the backstab. It is possible to backstab for no extra damage :( .
5.2 Applying effects (kill/knock out/paralyze/etc) vs F(AttackerLvL,DefenderLvL,appropriate Resistance)
https://steamcommunity.com/app/245450/discussions/0/2260187970829243791/

Formula to resist effect occurs when something tries to apply an effect to the target. (source could be a spell from spell based / artifacts/ throwing / music/ engineering casting or weapon swing hit with successful proc of that particular effect.. )


CT_AVOID EFFECT = ( MONSTER_LVL - Effect_casted_strength) * 3 + Effect_rez_bonus + Combat_Modified_APPROPRIATE_RESISTANCE
* 1.4 ( expert difficulty setting Modifier) and then clamped in interval [5% - 95%] ..


Monster LVL is usually NOT the level displayed in game. (wizardy 8 monsters have 4 offsets for 'level'. For lack of better info I've named them LEVEL A, B , C , D ) ..
Some monsters have the same value on all offsets (Ex King Crab 2 2 2 2; Bella 20 20 20 20) , some don't ..(Ex Acid Wing 9 13 15 18 ) ..

offset LEVEL A is used for this avoid effect (it is the lowest value from all 4) .
offset LEVEL C is what shows in-game on CTRL right click ..

Always at least 5% chance for effect to apply any given roll. (regardless of other factors)
Always at least 5% chance for the monster to make the ignore roll. (regardless of other factors)

If source is spell based then the resistance checked will be the sphere of the spell.
If the source is weapon swing then there is a particular resistance chosen per effect type..

What are the possible effects ?

"Drain STAMINA"; when weapon sourced rolls vs WATER rez
"DISEASE"; -- +2; when weapon sourced rolls vs WATER rez
"IRRITATED"; end; -- +3; when weapon sourced rolls vs EARTH rez
"NAUSEA"; end; -- +4;
"SLOWED"; end; -- +4; ???
"AFRAID"; end; -- +5;
"POISONED"; end; -- +6; when weapon sourced rolls vs WATER rez
"SILENCED"; end; -- +7;
"HEX"; end; -- +8;
"ENTHRALL"; end; -- +9;
"INSANITY"; end; -- +10;
"BLIND"; end; -- +12;
"TURNCOAT"; end; -- +14;
"WEB"; end; -- +16;
"SLEEP"; end; -- +20;
"PARALYZE"; end; -- +18;
"UNCONSCIOUS"; end; -- +22; when weapon sourced rolls vs EARTH rez
"DEATH"; end; -- +24; when weapon sourced rolls vs DIVINE rez ( AIR from axphyxiation)

So its harder to apply death, unconscious or even sleep. Web is quite high on the list (and the ensnaring spiders are still certain death :) ) ...

While the same function handles both monsters and PCs rolls to avoid effect, atm I only did the work for reporting monster's dice rolls to resist effects (presumably from the player's party ..)

Example test script output.
https://i.imgur.com/KjCIT2s.jpg


ONE BIG UNKNOWN REMAINS : Effect_casted_strength !!!

How does it vary with spell based / artifacts/ throwing / music/ engineering/ weapon sourced effects ?

kaymarciy digged this up
for weapon sourced: Effect_casted_strength = CharLVL + Min(CharLvl, 15)

(Char lvl, what skills are involved ? Power cast ? spell lvl ? power level used ? Mana cost ? .. )
Hopefully with a tool capable of logging its values available it should be 'easy' to figure out from now on ?

Observation.. Most effects I've seen roll once per monster .. D'oH ! But ter

================================================================
Chance to Critically kill (crit kill skill Monk,Ninja ; Ranged Combat skill on ranger).

CT_KillSkill = Floor(Floor((SKILL * 0.32) * 0.125) // (0.32 * 0.125 = 0.04)
IF (RND(25) < (SKILL mod 25)) Then CT_KillSkill++ // propotional chance to add an extra 1% for skill points between 25 Treshold

WHERE :
mod - remainder of the division.
RND(X) - random number between 0 and X.
CT_KillSkill is the chance to critically kill from skill. Maximum value at maximum skill SKILL 125 * 0.04 = 5%

example: At 74 SKILL
Floor(Floor((74 * 0.32) * 0.125) = 2%
With very good chance to get extra 1% // If (RNG(25) < 24 )

Notes:
1. The chance to critically kill from skill STACKS with the chance on weapon/ammo. (Ex stiletto has a whooping 10% chance to kill aldeady built in).
2. The chance for kill/stun/paralyze/blind is Rolled for each SWING, so the more SWINGs per turn, the higher the probability.
3. TARGET GET EXTRA ROLL TO RESIST EFFECT USING level difference and appropiate resist.
==============================================================
Fighter's Chance to Knockout
maxKnock = 5%
IF PersonLevel> = 20 THEN
ChanceKnock = maxKnock
AKA
ChanceKnock = maxKnock * (PersonLevel * 2 + 60) * 0.01
END

Where :
maxKnock - the maximum chance to knock
ChanceKnock - current chance to knock
PersonLevel - level war

Note:
- on the first level warrior is 3% knock on the 20th and above is 5%
- Works with any weapons: swords, bows, slings, even darts .
- Stacks knockout (KO%) have stones, etc.
- Do not forget that this is a knockout effect attacks, for which the resist Earth.
=======================================================================
A chance to knock out the enemy in melee with unarmed MA attacks

IF Strength> 50 TO Chance = (STR-50) * 0.2
Where:

Note:
- The chance to appear only in the case of martial arts
Maximum 15% at 125 STR.

<Silicoid>
5.3 SpellDamage Formula vs resists (power cast ??)
Sadly this one proves harder to crack since the cosmic forge editor did not allow me to edit spells to do consitant damage for reverse engineering the formulas. (like you can do with weapons)

So we're down to speculations.

Your characters resists are capped at 100. Enemies can go way above that.

It is possible to suffer 0 damage from spells vs which you have LESS than 100 resist and ALSO it is possible to inflict some damage even vs resists as high as 150 ... (could be LVL difference, could be something else .. )

So definitely no * (1-DamageTypeResist) term in there..
Also tested a bit with 0 power cast and with 125 power cast.I'M PRETTY CONFIDENT POWER CAST HAS NO INFLUENCE ON AMOUNT OF SPELL DAMAGE INFLICTED. (not sure it has ANY influence on anything at all)

Resists help you resist spell inflicted condiftions - based on what formula ?? (keep your resists maxed and hope for the best I guess )

WHAT I'M GETTING AT HERE - HOW VALUABLE ARE RESISTS ?! How do I compare their worth next to PRIMARY ATTRIBUTES AND SKILL POINTS and other possible bonuses WHEN WE DON'T KNOW PRECISELY WHAT AND HOW THEY DO IT ? (IMPORTANT FOR COMPARING SOME RACES ..)

RESIST FORMULA = base(25) + flat_racial + (Vitality/5)' + PietyDivine + IntelligenceMental + profession(Mage +5) + RealmSKILL/10 + IRON WILL (5 + 5 per) + sum items + magic screen(5 per PL) + soul shield (10 per PL) or elemental shield (7 per PL)..

'dwarfes, gnomes & hobbits get bonus to fire, mental & earth resist respectively, scaling with vitality.

Will update if I can think of better ways to test and get iluminating results ..


<Silicoid>

Y = (LvLD - 2 * LvLA ) * 3 + resist
IF Y <= 0 THEN exit
Y = INT ((Y + 1) / 2)
Y = Y + RND(Y) + RND(Y)
IF Y> 100 THEN Y = 100
Z = Damage * Y * 0.01
NewDamage = Damage - Z

WHERE:
INT - integer part without rounding
resist - resistance to the magic of the monster (Persian)
damage - initial damage
NewDamage - new damage in view of lowering the

That is refined formula magic damage reduction based on the spell power and power cast-and

...
the X = UM - KK
...

KK factor is calculated like this (approximately ):

KK = (K1 / 2 + K2) / 2 + Cs + UP / 2
-------------------
X = KK * PC *0.01
KK = X + KK
--- ---------------

Note:
WHERE:
SZ - spell Power (1,2,3 , 4,5,6,7)
UP - LVLAttacker
PC - Power cast level

K1, K2 - dependent constants spell types:
For example:
Energy Blast, Frost: K1 = 2, K2 = 1
Fireball: K1 = 6, K2 = 3
Noxious Fumes: K1 = 5, K2 = 3

<Silicoid>
5.4 Nr Attacks formula for weapons
At white (no) encumbrance. No dual wield. No Shield Penalty.

ATTACK_SPEED = Speed + Dexterity + 0.666666* CloseOrRangedCombat + 1.333333 * WeaponSkill + LVL * 2 * ProfessionLvLUpMul
ProfessionLvLUpMul :
4 fighter, lord, valkyrie, ranger, samurai, ninja, monk
3 rogue, gadgeteer, bard
2 priest, alchemist, bishop, psionic, mage

Get ATTACK_SPEED past 300 to get 2 attacks per turn with the main hand.
Get ATTACK_SPEED past 600 to get 3 attacks per turn with the main hand.

Observations:

While all professions can "technically" achieve 2 attacks at lvl 1 (100 SPD 100 DEX 50 CC 50 WPN would do this for anyone) getting to 3 attacks per turn REQUIRES some leveling (.. + LVL * 2 * ProfessionLvLUpMul ) in addition to maxing the relevant stats and skills.

With superman power 5+ buff for 125 DEX and SPD (haste will only buff SPD) the earliest levels to achieve 3 attacks per turn are :

(600-(125 + 125 + 100 * 0.666666 + 125*1.333333)) / 8 => lvl 15 for valk polearm, samurai sword and monk martial arts (125 WPN).
(600-(125 + 125 + 125 * 0.666666 + 100*1.333333)) / 8 => lvl 17 for fighter melee weapons , ranger bows (125 CC/RC)
(600-(125 + 125 + 100 * 0.666666 + 100*1.333333)) / 8 => lvl 19 for 100 CC/RC & WPN skill fighter, lord, valkyrie, ranger, samurai, ninja, monk
(600-(125 + 125 + 100 * 0.666666 + 125*1.333333)) / 6 => lvl 20 for gadgeteer modern weapon (125 WPN)
(600-(125 + 125 + 100 * 0.666666 + 100*1.333333)) / 6 => lvl 25 for rogue, gadgeteer & bard.
(600-(125 + 125 + 100 * 0.666666 + 100*1.333333)) / 4 => lvl 38 for priest, alchemist, bishop, psionic, mage.
All of the above tested in game after figuring out the formula.

(900 - (125 + 125 + 125 * 0.666666 + 125 * 1.333333)) / 8 = 50.000015625. So even a lvl 50 character with cheated (125 CC & WPN) would be just shy of unlocking the 4-th attack per turn. So 3 attacks per turn is the MAXIMUM reachable without messing with the game.

5.5 Max Nr Swings formula for weapons
Again no encumbrance, free off hand (will hopefully figure dual wield later) No shield penalty.

Formula for swings - very similar to the one for attacks.

THERE IS A SMALL AMOUNT OF RNG INVOLVED - how many swings you get out of the maximum possible number. It seems going way above the required breakpoint is a great way to insure you always get all of them (like unarmed monks seem to do) AND WOULD EXPLAIN WHY MY ROGUE STRUGGLED SO HARD TO MAKE GOOD ON HIS MAXIMUM NUMBER OF SWINGS AT LOW LEVEL.

Swing_Speed = SPEED + 10 * On_WeaponInitiative + 0.34 CC/RC + 0.66 WeaponSkill + LvL * ProfessionLvLUpMul

ProfessionLvLUpMul :
4 fighter, lord, valkyrie, ranger, samurai, ninja, monk
3 rogue, gadgeteer, bard
2 priest, alchemist, bishop, psionic, mage

Get Swing_Speed above 200 to enable second swing.
Get Swing_Speed above 300 to enable third swing.

Swings due to Swing_Speed are not guaranteed, sometimes (factors ? ) the characters will swing for less than the maximum number of swings ( monks MA attacks rarely get less than the maximum number of swings , my rogue rarely gets his with sword & dagger dual ) .

Built in extra swings (triple shot xbow, double shot xbow, double shot sling, bloodlust sword, high level omnigun always apply. Triple shot xbow can shoot up to 5 arrows per attack (maximum 15 per turn ) .. Swings consume stamina (another mechanic to figure out - per swing stamina costs..)


On the question of getting the ripper -6 initiative axe to 3/3 attacks :) . Fighter is the best bet due to best ProfessionLvLUpMul climb and ability to reach 125 CC.
(300 - 125 + (6 * 10) - (0.34 * 125) - (0.66 * 100)) / 4 = 31.625 .. BEST CASE SCENARIO LVL 32 :((( ..

Whereas something like the mauler -1 initiative
(300 - 125 + 10 * 1 - (0.34 * 125) - (0.66 * 100)) / 4 = 19.125; lvl 20 is acceptable.

Non fighters
(300 - 125 + 10 *1 - (0.34 * 100) - (0.66 * 100)) / 4 = 21.25; lvl 22 for say lord/monk/ninja is acceptable.

Even bishop can get mauler at 3/3 ...eventually :)
(300 - 125 + 10 * 1 - (0.34 * 100) - (0.66 * 100)) / 2 = 42.5 ..

3-rd swing Stilleto +6 init for rogue
(300 - 125 - 60 - (0.34 * 100) - (0.66 * 100)) / 3 = 5 ; non issue as long as you can grind CC and dagger skill high.

Martial arts are kind of crazy swing wise due to the huge initiative bonuses unarmed gets from CC and MA skill. 2/3 2/3 is "technically" possible at level 1 (they bypass dual wield pain in the ♥♥♥ skill) . Martial arts dominate the mid-early game but lategame can lose the damage race as some endgame weapons start to catch up in number of attacks and swings and can do more damage per hit .. Monks with MA can easily get Swing_Speed past 500 which would've meant up to 5 swings per turn.

There seems to be a hard cap of 3/3 2/3 maximum number of attacks and swings per turn that diminishes the importance of on weapon initiative at very high character levels. (even the "slower" weapons will reach the speed cap and the harder hitting ones will overtake the fast ones in DPS ) .


<Silicoid>
Formulas for calculating the number of attacks and attacks depending on the characteristics of the Persian and weapons
https://kamrad.ru/showthread.php?s=ef77a584ac22cdb5bf454aa8a6ca0ed7&postid=1026579#post1026579
===================================== ==============
=
Penalty for two-handed weapons:

KDW = 0

IF DualWeapon THEN

IF Primary THEN KDW = -10
IF Secondary THEN KDW = -20

KDW = KDW - (100 - WeaponSkill) / 4

END

WHERE :
DualWeapon - a sign of a double weapon
Primary - a sign of a primary weapon
Secondary - a sign of a secondary weapon
WeaponSkill - Skill of a weapon

============================ =======================
=
Professional-level coefficient

LPBonus = SUM (LevelByProfession * MultiplierByProfession)

WHERE :
LevelByProfession - How many Persian levels were in this profession
MultiplierByProfession - Multiplier for a particular profession (see table)
SUM - sum for all professions

Multiplier table for professions:
----- ----------------------
Profession - Multiplier
------------------------- -
Warrior - 4
Lord - 4
Valkyrie - 4
Pathfinder - 4
Samurai - 4
Ninja - 4
Monk - 4
Thief - 3
Mechanic - 3
Bard - 3
Priest - 2
Alchemist - 2
Episcopal - 2
Psionic - 2
Mage - 2

================================================ ===
=
Overload factor

IF White TO OVL = 0
IF Blue TO OVL = -15
IF Green TO OVL = -30
IF Yellow TO OVL = -60
IF Red TO OVL = -120

========== ==========================================
=
Influence coefficient of Melee (Ranged) combat and skills weapons

X = 2 * (Combat + Weapon * 2)
Y = INT (X * 0.33)

IF PrimaryFlAG THEN K = 20 END
IFSecondaryFlag THEN K = 25 END
IF DualFlag THEN
Y = Y + DualWeapons
K = K + 10
END

xCombat = INT (Y * 10 / K)

WHERE :
Combat - Skill melee (ranged) depending on the weapon
Weapon - Skill possession of the corresponding weapon
DualWeapons - Skill of owning a double weapon
PrimaryFlag - sign of the front hand
SecondaryFlag - sign of the back hand
DualFlag - sign that the weapon is in both hands

======================= ===========================
=
Calculation of the number of Attacks

X = (DEX + SPD) / 2
X = X + KDW
X = X + LPBonus
X = X + OVL
X = X + xCombat
X = X * 0.33

Primary:

X <50: CountAttack = 1
X <100: CountAttack = 2
X> = 100: CountAttack = 3

Secondary:

X <75: CountAttack = 1
X> = 75: CountAttack = 2
============================================ ======
=
Calculation of the number of Beats(Swings)

X = SPD + WeaponInitiative * 10
X = X + KDW
X = X + LP Bonus
X = X + OVL
X = X + x Combat
X = X * 0.33

X <67: CountSwing = 1
X <100: CountSwing = 2
X> = 100: CountSwing = 3

WHERE :
SPD - Persian Mobility
DEX - Persian Agility
WeaponInitiative - Weapon initiative bonus

====================================
Generalized conclusions:

Attacks are based on arithmetic mean mobility and agility

Strikes are based on mobility and the weapon bonus of the initiative is

also influenced by:
- Weapon skills
- Overload
- Persian levels
==================
<Silicoid>
Biogoo's Forum post (translation on silicoid's data on NR DW Attacks and Swings formulas)
https://steamcommunity.com/app/245450/discussions/0/3288067088088880993/#c3288067088091680299

OK, I have checked peddroelms google translated silicoids formulas and rewrote them. One note, for non dual-wielding, they are the same as pedroelms, except for a factor of 2 for number of attacks (so you are comparing to only a half as high number when calculating the number of attacks):

ATTACKS:

No Dual Weapons:

X = (DEX + SPD) * (1/2)
X = X + ProffesionBonus
{ 4 per fighter/hybrid level, 3 per burglar level, 2 per caster level }
X = X + SkillMod * (1/2)
{ SkillMod = (Combat skill + 2* Weapon skill) * (2/3) }
X = X + Overload
{ -120 to 0, non-linear, jumps at different overload "colors" }

X >= 150: Number of attacks = 2
X >= 300: Number of attacks = 3


Dual Weapons main hand:

X = (DEX + SPD) * (1/2)
X = X + ProffesionBonus
X = X + (SkillMod + Dual weapons skill) * (1/3)
X = X + Overload
X = X + MHMod
{ MHMod = - 10 - (100 - Weapon skill) * (1/4) }

X >= 150: Number of attacks = 2
X >= 300: Number of attacks = 3


Dual Weapons off hand:

X = (DEX + SPD) * (1/2)
X = X + ProffesionBonus
X = X + (SkillMod + Dual weapons skill) * (2/7)
X = X + Overload
X = X + OHMod
{ OHMod = - 20 - (100 - Weapon skill) * (1/4) }

X >= 150: Number of attacks = 2
Cannot get 3 attacks!


SWINGS:

No Dual Weapons:

X = SPD + WeaponInitiative * 10
X = X + ProffesionBonus
X = X + SkillMod * (1/2)
X = X + Overload

X >= 200: Max number of swings = 2
X >= 300: Max number of swings = 3

Dual Weapons main hand:

X = SPD + WeaponInitiative * 10
X = X + ProffesionBonus
X = X + (SkillMod + Dual weapons skill) * (1/3)
X = X + Overload
X = X + MHMod

X >= 200: Max number of swings = 2
X >= 300: Max number of swings = 3

Dual Weapons off hand:

X = SPD + WeaponInitiative * 10
X = X + ProffesionBonus
X = X + (SkillMod + Dual weapons skill)*(2/7)
X = X + Overload
X = X + OHMod

X >= 200: Max number of swings = 2
X >= 300: Max number of swings = 3


Conclusion:
Dual-wielding provides penalties or bonuses of three different sorts.
First, a constant penalty of 10 points for main hand and 20 points for off hand (for both number of attacks and swings). This penalty doesnt exist when not dual-wielding.
Second, a penalty of one fourth of what the weapon skill is missing to 100 (which turns into a bonus for weapon skill values over 100). Normaly, a second attack would be expected around weapon skill of 50, which means 12 points penalty. A third attack would be expected when skills are over 90, or 110 for samurai, which means a minimal penalty, or even a bonus. The bonus will never be higher than the constant penalty though. This penalty or bonus doesnt exist when not dual-wielding.
Third, a penalty/bonus depending on the dual weapons skill itself. Very roughly said, if the dual weapons skill is lower than weapon and combat skills, it will be a penalty; if it is higher, it will be a bonus compared to not dual-wielding.
The off hand can never get three atacks.

Skill comparison by level of importance:
Weapon skill (main hand) > Dual weapons skill > Combat skill > Weapon skill (off hand)
5.6 Combat initiative "hidden action queue" system
Again a lot of speculation here for the moment sadly ..

The big thing is the turn queue IS NOT DYNAMIC like in most other games that implement this type of system . So a fast character casting MASS HASTE (homm reminiscing ) WILL NOT SHIFT HIS SLOWER PARTY MEMBERS IN THE ACTION QUEUE DURING THE TURN.
As a direct consequence (one cannot rely on getting hasted up by a faster character) your combat protection casters MUST HAVE HIGHEST POSSIBLE INITIATIVE THEMSELVES.

I'm not sure there are initiative modifiers on actions such as SPELL CASTING/ITEM USING BUT ATTACKING WITH WEAPONS SEEMS TO ALSO CONSIDER THE ON WEAPON INITIATIVE too.
As a consequence of that - mid-end game unarmed monks who gain insane amounts of on unarmed weapon initiative from CC and MA skills will almost always get to act first if viable targets are in melee range and often finish them off with a seemingly undless flurry of swings they get early due to their high on unarmed weapon initiative. HAVE I MENTION THAT MAs get insane on weapon initiative bonuses yet ?

So starting the round with slow XBOW might not get shifted up if an enemy moves in melee range causing autoswitch to a melee weapon with much better initiative bonus (ex stiletto) ..

This is what I have on this subject thus far.Will try to pay more attention in the futire.
5.7 Learning Spells
source http://brtovo.wz.cz/wiz/perko.htm

To become eligible to learn new higher level spells for your class, you
have to meet 2 requirements: 1) minimum level in *THAT* class (not over-
all), and 2) minimum skill, for *THAT* spell's spellbook & realm.

1) Minimum Level requirement:
Pure Caster Classes: Mage, Priest, Psionic, Alchemist, Bishop
Hybrid Caster Classes: Monk, Ninja, Ranger, Samurai, Lord, Valkyrie

Spell Level .... Min. Class Level
................. PURE .. HYBRID
1 ................ 1 ....... 5
2 ................ 3 ....... 7
3 ................ 5 ....... 9
4 ................ 8 ...... 12
5 ............... 11 ...... 15
6 ............... 14 ...... 18
7 ............... 18 ...... 22

2) Minimum Skill Requirement To calculate your effective skill level for
a given spell:

Take your highest spellbook skill (Wizardry, Divinity, Psionics,
Alchemy) that the spell in question appears in. Important for bishops
or class-changed characters, since many spells appear in multiple books.

Add 10% of your *natural* skill in that spell's realm. This doesn't
include temporary skill bonuses such as those from items [or profession
bonuses].

Spell Lvl ..... Min. Effective Skill Lvl
1 .................. 0
2 .................. 15
3 .................. 30
4 .................. 45
5 .................. 60
6 .................. 75
7 .................. 90

It's not as complicated as it sounds. Example: A mage, a pure caster, must
be level 5 AND have an effective skill of 30 to learn Fireball, a third
level Fire realm Mage spell. If he has 30+ skill in Wizardry, he's all set.
He could also qualify if he has, say 28 in Wizardry and 20+ in Fire skill
(10% rule).



5.8 Casting Spell (chance of success color green/lgreen/yellow/brown/red)
I think I have (re ?) learned a new thing about backfire fizzle etc.

For every spell casted (from whatever source Casting/Music/Engineering/Throwing/Artifact)
a Chance X% of failing is calculated .. We'll get to that formula later (hopefully) ..

A SINGLE D100 is thrown.

Roll in [ 0, X/3 ] - bad ♥♥♥♥♥♥ , BACKFIRE !
Roll in [X/3, X] - spell fizziles (no effect, but no backfire)
Roll > X . Spell SUCCEEDS !!



<silicoid>
There is no sense in giving a full calculation formula, it is still complicated and incomprehensible.
I will
give general conclusions: - casting of a spell is characterized by: A chance to fail and Chance to reflect
- The chance to fail depends on:
a) School skill
b) Elemental skill
c) Persian levels - for multiclasses, the sum of the levels for those professions that have this spell
d) The spell level
e) The base mana cost per unit of power - the figure next to the name of the spell on the sun list ex spell

- The chance to reflect is 1/3 of the chance to fail
- The chance to reflect is calculated if the chance to fail is 5%
- Reflection of the spell occurs only if the spell is failed

Color gradation:
Dark green - chance to fail: 0%, no reflection
Light green - chance to fail: 1% -5%, no reflections
Yellow- chance to fail: 6% -15%, there is reflection
Orange - chance to fail: 16% -40%, there is reflection
Red - chance to fail more than 40%, there is reflection
</silicoid>
5.9 Choice Spells
TO DETAIL LATER

OUT OF COMBAT (perma) PARTY BUFFS
Magic Screen (+5 per PL all resists)
Enchanted Blade (up to +4 to hit ranged and melee)
ArmorPlate (up to +4 AC vs penetration)
Missile Shield (??CTB missiles)
Shadow Hound (safer rest)
Wizard Eye (radar)

COMBAT BUFFS
party
Haste (+ 10 SPD per PL)
Bless (+2 to hit ranged and melee and +2 BAC)
Soul Shield (+10 per PL div and mental resists)
Element Shield (+7 per PL elemental resists)
RestAll
HealAll

single
Stamina
HealWounds
CureLesserCondition
CureParalysis
Guardian Angel
Superman (+5 per PL to all primary attributes)
BodyofStone (up to +9 vs penetration and +69 DA)
Restauration (+HP +Stamina cures all but death and drain)

DEBUFFS
HypnoticLure (takes heat and enables hit from behind melee damage bonus)

DAMAGE

https://steamcommunity.com/app/245450/discussions/0/4038102696012150992/?ctp=3#c4038103255308976159
mpnorman10

All of the cone spells that do damage as well as the AOE ("area of effect") spells like Fireball are potentially valuable when cast at high enough power level. The power level at which the spell can be cast safely (not fizzling or backfiring too much) should ideally be as high as possible and the players party and character development play is the strategy that brings the various possible spells to full utility.

Every spell has strengths and weaknesses and the tactics of using it effectively need to be wise.

That being said the answer to your question, in my opinion, is all of the Level 7 magic damage spells that target "all enemies". In terms of damage numbers, Earthquake is usually the most powerful spells and when cast by a fully developed Gadgeteer is roughly 70% as effective as when cast by a fully developed Alchemist (that is a lot). Falling Stars is possible if the Priest has well-developed Power Cast skill (which is admittedly rare).

The other Level 7, all enemies, magic damage spells are Nuclear Blast and Mind Flay. These are also very effective, even against relatively high rank and file resistances (not bosses with high resistance). If one of them is highly resisted, like the famous fire resistance of the Rapax, then the Nuclear Blast in the fire realm might only at 10% to the magic damage in that round, but when you think about it, that is a lot.

Bishops are pretty much equal to specialist casters, except the 25% bonus of the Specialist Caster sometimes helps with the colors of the power levels the spell can be cast at.

Hybrids and those without Power Cast can also damage at a reduced rate. The rate is important for magic damage because the evenly spread damage either kills essentially all of the enemies before they kill the party... or not.

Psionic Blast which can target one entire group when even only one is visible is also worth mentioning. It is a level 5 spell and remains powerful until the deep endgame.

To use the Level 7 spells at full power requires the mid-twenties of levels for the casters, which is only possible when playing a thorough game that does not avoid many fights. It does not require repetitive grinding or unnecessary trips into areas that are complete other than perhaps passing through.

The direct answer would require listing all of the cone, AOE, group and all enemies magic damage spells because the potential is there. I do not include Dracon Breath when actually being used (not cast to give the capability to a non-Dracon), because its use does not contribute to realm skills.
5.11 Dracon Breath (racial ability) by Kaymarciy
"The formula is pretty weird, so I can't give you it with 100% certainty, but it's something like:
1) Get the char lvl, cap at 15 and double it.
2) Multiply that by the current stamina and divide by max stamina
3) Roll RNG 3 times with the value above as maximum value.
4) Add results together, add 10 and divide by 6"
6) EARLY GAME !! (what works and what kills you) - RUN RUN HIDE AVOID ...
Most of the game past the initial early hurdle is going to be training skill fights (often using weak training weapons, casting spells - not for the effects but for the skill gain). But it is the "difficult" early game that will often turn away new gamers. So what is the early game about ?

For me the early game is about surviving long enough and leveling up ASAP a few times to get my weaker characters hitpoints as far past 1 hit kill posibility as possible. The early levels provide quick and powerfull benefits (from lvl1 to lvl 3 chars double their hitpoints, possibly hitting 1 or 2 STR and DEX BAR and toHit breakpoints ) .

Fight, then go rest back to full in the most secure area with back against wall.
Game allows to bring to bear up to 9 short weapon users (you only get 8 max). Free top formation position and man flanks and middle. Keep the frail casters in the back early if you got them.
Later alchemy will make resurection dust cheap as anything - until then death is to be avoided - there is a limited number of resurection dusts charges you get on the monastery and Burz (only merchant) still has prohibitively high prices at this stage.

A big hurdle will be miniboss - Gregor. Try to get most chars at lvl 4 before this fight - the extra HP buffer will help the most.

Your characters will miss A LOT a this stage (even SUPER MELEE OPTIMISED WARRIOR TYPES). Unless you have 6 of them you will probably need some help finishing off weakened enemies that can still inflict damage.

DAMAGE Spells NEVER MISS (provided they don't fizzle or backfire - use at geen PL! ). And provided you happen to GUESS the enemy's weak resist will even do meaninfull damage.

I DON'T EVER RECALL A NINJA MISSING WITH THROWING WEAPONS AT CLOSE RANGE.
Save the throwing ammo for emergencies if you have a ninja. (always dual throw)

An amulet with lvl 1 offensive spell charges (could be random drop in one of the chests) can help a lot if you have a character with decent Artefacts skill.
Beware of thrown bombs,grenades and dusts - don't mess with them unless you have a death wish . (you likely won't have enough throwing skill at this stage to throw them towards the enemy) .

NEVER ATTEMPT TO CAST ANY MASS DISABLE/DAMAGE SPELL past green chance.
Too bad you can't see the bard's chance - 1 single sleep backfire EQUALS GUARANTEED PARTY WIPE AT low levels. (bards soon get quite overpowered but their sleep spell is a dice roll to the end game screen early :) ) ..

On the road to reaching Arnika and huge jump in power BE PREPARED TO AVOID COMBATS (rest a lot out sight). RUN out of combat if you need to. THERE CAN BE A LOT OF UNWINNABLE FIGHTS AT THIS STAGE. Rest for days in your corner if you have to, kill what you can. Patience will EVENTUALLY be rewarded.

Piercing Pipes (Bard uber alles) is very powerfull at this stage as long as you have the bard to
unleash its power and at least a caster to pump stamina ..

A dracon's acid breath can function as a weaker alternative ..(AOE damage for stamina cost)

Engineer's lighting rod would be significantly weaker alternative.

Try to keep bless up in most fights (+BAC +to hit). Enchanted blade can also greatly help (up to +4 to hit) when you can get it (ASAP).

Once you manage to reach Arnika and load up on weapons, perma buff spells , armor and potions you know the hardest part of the game is BEHIND you.

A few words on powerful cursed melee weapons. They disable ranged attacks (cannot train them terrible) so I ADVISE AGAINST USING THEM IN THE STRONGEST TERMS. But keep them around and equip then if you need their "dark power" for boss fights or other emergencies ..
Transition to using fights for training skills (often using weak training weapons, casting spells - not for the effects but for the skill gain).

7) Races Miniguide
Wizardry 8 races were not created equal.

While race has not influence on hitpoint , BAR, nr attacks, nr swings progression (profession dictates all that) they can still make significant differences.

Right of the gate Faeries start as the most radicaly different than the rest and with the most impact towards gameplay.

The huge *0.6666 nerf to carry capacity and the extremely reduced pool of usable weapons and armor are quite a huge pill to swallow.
One can mitigate a bit of the item restrictions by paring with a profession that has limited access to gear anyway and can make use of the sligtly improved SP regeneration (Ninja, Monk ,Psionic or Mage ..and possibly Rogue and Samurai) . I would advise against multiple faeries in party (if even one) due to the carry weight problems is going to cause to the party later down the line.
DON'T MESS WITH FAERIES UNLESS YOU (THINK) KNOW WHAT YOU'RE DOING !

Not on the same scale, but certainly impactful is the dracon's ability to AOE breath acid. Strictly for getting past the early game hurdle (you don't train any skill using it). Have a caster to pour in stamina as needed.

Past that is mostly down to primary attributes. You know I don't value them equally so I will prefer races with low inteligence piety & vitality for the proffesions that don't enforce those attributes.
(min of INT+PIE +VIT)
This gives me Felpurr 105, Hobbit 115 , Lizardman 120, Dracon 125 but sexy breath,

I don't value resists bonuses very highly since Resists are capped at 100 and you'll need the combat protections to reach them anyway. + there are extra advantages to having high initiative casters.

If for whatever reason you want to invest heavily in VIT Dwarf, Gnome & Hobbits gain bonus to a single resist out of it .

Another BIG consideration is the itemisation component: many great items are race locked ..

I will revisit race pick decisions as I take a closer look at each proffesion.








8) Professions Miniguide
As we've already seen above profession dictates hitpoint , BAR, nr attacks, nr swings progression.

But we also know that, given enough level ups even the casters can reach maximum nr of attacks and swings with some of the faster weapons so ranged and melee skills should probably not be ignore even on them . EVERYBODY FIGHTS (with weapons) !

In my view the pure casters gain the spells earlier than hybrids and get harshely penalized with equipment limitations and bad BAC/ATTACK/SWINGS for it. Hybrids do cath up with spell casting later in the game and by then spell points become almost non-issue with SP regenerating items ..
Cosmic Forge editor can help party planning decision by showing available weapon to race/profession comboes via nice filtering UI ..
8.1 Fighter
+option for Berserk +1 additive bonus to the melee damage multiplier
+highest HP progression by far
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+best level up progression
+passive ??amount?? to knock out enemies (even with ranged weapons)
+wide pool of weapons and armor available
+CC primary skill
-No spell casting

The primary skill bonus will provide relatively minor bonuses to BAR, Nr_attacks and Nr_Swings formulas. (unlock extra attacks and swing a tiny bit faster)

Big decision: DW , 2H weapon, WPN + Shield ?

DW: to make use of the additive damage bonus with the off hand also and extra chances to knock unconscious .
The number of decent off hand items in the base game is severely limited. You will struggle to provide quality off hand weapons for multiple DW users.
Diamond eyes has no equal (GREAT - competes with many endgame main hand weapons). Probably best in the hands of a fighter.

If going for multiple fighter dual wielders .. There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, but faerie and fighter profession is a pretty problematic mix since faerie will DISABLE most of the ARMOR the fighter needs to stay alive and get great bonuses from. Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them, and how will you dress up your poor faerie fighter ? What weapon will he use until the ROS ? 2h staffs - he also needs to train DW or Shield ..
Sepen't dagger (Lizard or Dracon ONLY) is a bit lackuster compared to Diamond eyes.

Stiletto from Crock will get swings soon, get max swings often and provide a bit of intakill chance if you like that.
Canezou's dagger is even more lackuster ..Will work in a pinch but will suffer MAX swing wise for many levels.. (save it for somebody who can't use stiletto).

2H: Of the guaranteed choices there isn't any shining particularly bright.
Giant Sword (mook only) - Huge Weight (will cause carry capacity issues with armor), slow initiative wise (will get swings late, will get less then max swings often( .)
Best choice would be Dread Spear but for the cost of droping off hand and shield it doen't provide a lot. (the +20 to polearms will make the Fighter a better polearm user than valkeries in the end :) ) ..

WPN + Shield:
Fighters can get to use some nice shields. 2 guaranteed Dragon Kites (between +4 to +8 to BAC depending on shield skill + chance to block melee) .

As the main hand weapon for DW or Wpn + Shield:
The Mauler makes for a very hard hitting if somewhat slow shop guaranteed wpn.
Ivory Blade is probably the better weapon at lower levels but liable to face firece competion in party since you can only get 1.
Fang is solid, but also unique and wanted extra by rogue, bard & gadgeteer

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..

Because of the low attribute constrains compared to the hybrid warriors - he can start with higher STR and DEX that the rest (better to hit bonuses out of the gate and maxes them quicker for the expert skills)

Race Wise:
Dracon and Liz are close (finish DEX & STR earliest) but Dracon wins due to breath.
If one considers finishing DEX,STR & SEN: Hobbit, Mook , Dracon, Rawulf, Lizardman, Human, Dwarf, Felpurr and Gnome are all in the neighborhood. ( Mook,dwarf and gnome 35 speed is tad too low. Need at least 55 to reach max with PL7 haste).
And the most "terrible" choices elf and faerie ..


Biogoo's berserk mechanics tests
https://steamcommunity.com/app/245450/discussions/0/2590022385673444059/?ctp=2


8.2 Lord
+high HP progression (behind only fighter)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+passive HP regeneration ??amount?? (nearly irrelevant in most scenarios)
+wide pool of weapons and armor available
+DW primary skill
+Divine spell book casting

The primary skill bonus will provide relatively minor bonuses to BAR, Nr_attacks and Nr_Swings formulas WHEN DW. (unlock extra attacks and swing a tiny bit faster). Contrary to popular misinformation the DW provides bonuses past 100 skill point value..

Decision: DW. ( while in theory you can use 2H weapon or a shield ..)
DW: to make use of the primary skill.

The number of decent off hand items in the base game is severely limited. You will struggle to provide quality off hand weapons for multiple DW users.
Diamond eyes has no equal (GREAT - competes with many endgame main hand weapons). Probably best in the hands of a fighter. Next best choice for lord.

If going for multiple dual wielders .. There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, but faerie and Lord profession is a pretty problematic mix since faerie will DISABLE most of the ARMOR the lord needs to stay alive and get great bonuses from. Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them, and how will you dress up your poor faerie lord ? What weapon will he use until the ROS ? 2h staffs - he also needs to train DW ..
Sepen't dagger (Lizard or Dracon ONLY) is a bit lackuster compared to Diamond eyes.

Stiletto from Crock will get swings soon, get max swings often and provide a bit of intakill chance if you like that.
Canezou's dagger is even more lackuster ..Will work in a pinch but will suffer MAX swing wise for many levels.. (save it for somebody who can't use stiletto).

As the main hand weapon for DW or Wpn + Shield:
The Mauler makes for a very hard hitting if somewhat slow shop guaranteed wpn.
Ivory Blade is probably the better weapon at lower levels but liable to face firece competion in party since you can only get 1.
Fang is solid, but also unique and wanted extra by rogue, bard & gadgeteer

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after.

While Bows and Crossbows will do more damage at longer ranges, dual throwing will benefit and help train DW faster ..Use dual throwing on the lord when the ammunition permits (no ninja competition).

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a divine caster aim for PIE ~ 70 and INT ~50 (ideally with +PIE and +INT boosting items)

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)


Race Wise:
Rawulf, Hobbit , Human, Dwarf, Dracon, Lizardman .. (liz, rawulf and dwaf have quite trash INT ). Leaves Human & Hobbit on top.

MAX SPD FIRST IF THIS IS YOUR ONLY DIVINE OR PSIONIC CASTER (soul shield).
8.3 Valkyrie
+high HP progression (behind only fighter)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
++Cheat Death
+wide pool of weapons and armor available
+Divine spell book casting
-polearm primary skill

The primary skill bonus will provide relatively minor bonuses to BAR, Nr_attacks and Nr_Swings formulas WHEN using Polearms. Sadly the best polearm is not that great and comes with +20 to polearms which is wasted at high level (unlock extra attacks and swing a tiny bit faster).

Decision: If you want the DW divine hybrid spellcaster pick lord.
Leaves 2H and Weapon + Shield.
I think Ivory blade (or mauler) + dragon shield is the strongest combination for Valks.

As the main hand weapon for DW or Wpn + Shield:
The Mauler makes for a very hard hitting if somewhat slow shop guaranteed wpn.
Ivory Blade is probably the better weapon at lower levels but liable to face firece competion in party since you can only get 1.
Fang is solid, but also unique and wanted extra by rogue, bard & gadgeteer

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a divine caster aim for PIE ~ 70 and INT ~50 (ideally with +PIE and +INT boosting items)

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)

Race Wise:
Rawulf, Hobbit , Human, Dwarf, Dracon, Lizardman .. (liz, rawulf and dwaf have quite trash INT ). Leaves Human & Hobbit on top.

MAX SPD FIRST IF THIS IS YOUR ONLY DIVINE OR PSIONIC CASTER (soul shield).
8.4 Ranger
+solid HP progression (behind fighter, lord=valk, and samurai)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+wide pool of weapons and armor available
+ranged combat primary skill
+auto seach (nice for beginners)
+ranged crit kills (I despise the crit skills)
+++Alchemy spell book casting ($$$$$$)

The primary skill bonus will provide relatively minor bonuses to BAR, Nr_attacks and Nr_Swings formulas WHEN using Ranged Weapons and the chance to instakill with ranged weapons.

I hate CRITICAL KILLs (regardless of source) because they almost never work in hard fights vs higher level opponents AND interferes with traning sessions vs weak opponents.

Decision: DW , 2H or WPN + shield.

Diamond eyes can work in off hand (if you don't give it to a fighter or lord first ..). Same off hand selection as the previous professions.

As the main hand weapon for DW or Wpn + Shield:
The Mauler makes for a very hard hitting if somewhat slow shop guaranteed wpn.
Ivory Blade is probably the better weapon at lower levels but liable to face fierce competion in party since you can only get 1.
Estoc de Olivia (ranger only) can do the job in a pinch.
Ranger only bows are nothing special ..
Rangers cannot use the best shields. Heather shield lacks a lot compared to Dragon kite (less BAC, way less shield skill and way less resists(none)).

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a alchemy caster - mixing potions will raise alchemy prety eventually, aim for PIE ~ 50 and INT ~50 (ideally with +PIE and +INT boosting items) for realm skills..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later. (don't worry he will still be "better" at it then the others) ..

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)

Race Wise:
DEX, STR & SEN (Mook, Hobbit, Gnome, Human, Dracon). Mook and Gnome have trash SPD so probably Hobbit , Human and Dracon closer to optimal. And dracon breath might just clinch this.

MAX SPD FIRST IF THIS IS YOUR ONLY MAGE or ALCHEMY CASTER (element shield).
8.5 Samurai
+solid HP progression (behind fighter, lord=valk)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+decent pool of weapons and armor available
+sword primary skill
+fearless
+crit kills (I despise the crit skills)
+Mage spell book casting

The primary skill bonus will provide relatively minor bonuses to BAR, Nr_attacks and Nr_Swings formulas WHEN using Swords.

I hate CRITICAL KILLs (regardless of source) because they almost never work in hard fights vs higher level opponents AND interferes with traning sessions vs weak opponents.

Decision: DW , 2H or WPN + shield.

DW will increase chances to trigger instakill or lightning strike and make most use of the primary skill (if DW swords).

The number of decent off hand items in the base game is severely limited. You will struggle to provide quality off hand weapons for multiple DW users. Samurais off hand selection is EVEN MORE RESTRICTED (No diamond eyes, No stiletto).

There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, but faerie and Samurai profession is a pretty NOT QUITE as problematic mix since faerie will DISABLE most of the ARMOR the samurai needs to stay alive and get great bonuses from. Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them, and how will you dress up your poor faerie samurai ? What weapon will he use until the ROS ? 2h staffs - he also needs to train DW .. FERIES CAN USE MOST SAMURAI SWORDS AND GET HALF DECENT ATTRIBUTES. NOT AS FAR FETCHED AS INITIALLY THOUGHT.

The enchanted Wakisashi is the to go off hand sword for samurais (only get one guaranteed) ..

Serpen't dagger (Lizard or Dracon ONLY) is a bit lackuster.
Canezou's dagger is even more lackuster ..Will work in a pinch but will suffer MAX swing wise for many levels..

Not a lot of 2H options either: Zatoichi Bo, Giant Sword is HEAVY , SLOW and Mook Race locked (mooks make great samurais tho). Sword of Fire eliminates the mook restriction but has low damage and is also slow..
Flame staff is low damage (as a backup for Zatoichi Bo) .. Better 1h main hand weapon options.

1handed Main Hand options: (light sword and muramasa are lottery chance based dreams) Ivory blade best certain option. Bushido Blade a decent, guaranteed backup if the ivory blade is needed elswere. Fang also usually is required elsewere.

Samurais cannot use the best shields. Heather shield lacks a lot compared to Dragon kite (less BAC, way less shield skill and way less resists(none)).

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a mage caster aim for PIE ~ 50 and INT ~50 (ideally with +PIE and +INT boosting items) for realm skills..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)

Race Wise:
DEX, STR & SEN (Hobbit, Mook, Human, Felpurr). Faeries have not half bad attributes for this and can use most samurai weapons ..

MAX SPD FIRST IF THIS IS YOUR ONLY MAGE or ALCHEMY CASTER (element shield).


<Silicoid>
Lightning Strike:

IF LvL <= 20 THE
CT_LS = Floor ((LvL * 2 + 60) * 0.12) %
ELSE
CT_LS = 12%
END

Where :
LvL - level samurai
CT_LS - The probability of a lightning strike

Conclusion:
1. lightning strike depends on the level of the Samurai
2. lightning strike probability never exceed 12%

At lvl 1 Floor(62*0.12)= 7% .
NOT ATTACKING THE PREVIOUS TURN (for whatever reason - condition/defend order/movement) DISABLES THE CHANCE FOR LS DURING THE NEXT TURN.
<Silicoid>
8.6 Ninja
+solid HP progression (behind fighter, lord=valk , samurai)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+thrown auto penetrate (Staple of early game hurdle with ~guaranteed to hit and penetrate)
+stealth BAC bonus
+++ Alchemy spell book casting ($$$$$$$$)
+critical kill (ranged and melee)
crit kill primary skill
locks and traps skill
-restricted equipment
-slow level up progressions (sabotages crit kill in big parties)

The primary skill bonus will provides bonuses to a skill that rarely work on full parties (level difference). I hate CRITICAL KILLs (regardless of source) because they almost never work in hard fights vs higher level opponents AND interferes with traning sessions vs weak opponents.

Decision: DW , 2H, Martial Arts.

DW will increase chances to trigger instakill and make best use of throwing autopenetrate. There aren't a great deal of 2H options anyway (Dread Spear). Ninjas CANNOT USE SHIELDS.

Martial Arts doesn't benefit/train DW skill which the Ninja will need for his dual throwing exploits.
Main hand base damage at 100 MA skill points is significantly inferior to what endgame weapons can achieve.

Fearie race is a good match for ninja as they both suffer huge equipment restrictions, can use ~ the same weapons and benefit greatly from stealth skill.
Cane of corpus best weapon in the game is faerie ninja only BUT LOW CHANCE TO DROP (far from guaranteed without reloads/cheats) .There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them ?

Other off hand options for ninjas: Nunchaka, enchanted Wakisashi (only get one guaranteed), sai (rare RNG drop) and ninjato as backup , Serpent's tooth (Lizard or Dracon ONLY) is a bit lackuster.
Canezou's dagger is even more lackuster ..Will work in a pinch but will suffer MAX swing wise for many levels.. Winterwand another guaranteed low damage backup.

1handed Main Hand options: (cane of corpus is lottery chance based dream) the Mauler is slowish hard hitting guarantee, Bushido Blade decent sword guarantee, Rod Of Sprites (decent chance to dop late game ?) faerie only.

IMPORTANT EARLY GAME TIP: Save dual throw ammo for hard fights (GREGOR !!) and lock it in place to disable auto switch in melee when you need ~GUARANTEED damage output.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a alchemist caster (alchemy will raise like wildfire via mixing past 15) aim for PIE ~ 50 and INT ~50 (ideally with +PIE and +INT boosting items) for realm skills..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)

Race Wise:
DEX, STR & SEN (Hobbit, Mook, Felpurr, Human). Faeries near the bottom attribute based sort pile but one can't deny the equipment restrictions synergy.

As for Monk and Rogues - stealth skill can go a long way keeping the lowly armored Faerie alive.
MAX SPD FIRST IF THIS IS YOUR ONLY MAGE or ALCHEMY CASTER (element shield).
8.7 Monk
+solid HP progression (behind fighter, lord=valk , samurai)
+top progression for BAR, NrOfAttack and NrOfSwings (warrior)
+UNARMED ATTACKS HAVE AND UNDOCUMENTED PASSIVE CHANCE TO KNOCK OUT
+Psionic spell book casting
+stealth BAC bonus
+martial arts primary skill
+"effective" while blind
+critical kill
-restricted equipment

The primary skill bonus will provides minor bonuses to BAR, nr_attacks, nr_swings like all weapons skill - BUT MA on top of that provides the scaling base damage for unarmed weapons AND A HUGE BONUS TO ON_UNARMED_Weapon initiative.

I hate CRITICAL KILLs (regardless of source) because they almost never work in hard fights vs higher level opponents AND interferes with traning sessions vs weak opponents.

The fighting blind effectiveness IS A LIFESAVER against inkysquids that tend to keep the party permablinded.

Decision: MA, DW, 2H. (monks cannot use shields)

Primary skill MA is a powerhouse skill. The extra initiative unarmed weapons get from MA AND CC means they get the extra swings faster and will (soon) be so much over the required breakpoints that they'll get ALL of them most of the time. No DW associated penalties. Great off hand weapon base damage progression compared with most of what's availabe in classic weapon form.
Lots of attacks maximum swings + chance to instakill or stun before anyone else has a chance to act.

DW (the Mauler + Nunchaka) has more ENDGAME damage output potential but fully comes online MUCH LATER AND WITH MUCH MORE EFFORT. (the slow initiative on mauler means it will take forever to get maximum number of swings consistently out of it) ..

Fearie race is a good match for monk as they both suffer huge equipment restrictions, can use some of the same weapons and benefit greatly from stealth skill.

There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them ?

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
As a spell caster aim for PIE ~ 50 and INT ~50 (ideally with +PIE and +INT boosting items) for realm skills..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later. (dual throw if you decide to go weapon based for faster DW gains)

Due to the extra profession attributes constrains at creation starting STR and DEX will be lower than for Fighter. (lower to hit bonuses early game, ..)

Race Wise:
DEX, STR & SEN (Elf !!, Human, Felpurr, Hobbit, Faerie). Yup Faeries can make great MA monks - only it would take forever to max that STR score.

As for Ninja and Rogues - stealth skill can go a long way keeping the lowly armored Faerie alive.

MAX SPD FIRST IF THIS IS YOUR ONLY DIVINE OR PSIONIC CASTER (soul shield).
8.8 Rogue
+Backstab +0 or +1 or +2 or +3 additive bonus to the melee damage multiplier when using thursting weapons
+best level up progression
+mid of the pack HP progression (behind warriors , better than casters)
+MEDIUM progression for BAR, NrOfAttack and NrOfSwings
+locks and traps primary skill
-no spells
-restricted equipment

backstab mechanics
https://steamcommunity.com/app/245450/discussions/0/2274827383931624177/
" depends purely on the lvl.

Chance == floor(60 + Attacker.RogueLevel * 2, 100)
a d100 dice roll is made
If Chance < Result + 15 then no additional damage multiplier
If Result + 15 =< Chance < Result + 75 then you get x2 damage multiplier
If Result + 75 =< Chance < Result + 95 then you get x3 damage multiplier
If Result + 95 =< Chance then you get x4 damage multiplier

In other words, at lvl 18 you have 1% chance to get x4, at lvl 19 you have 3% chance for x4 and at lvl20+ you have 5% to get x4... "

The primary skill bonus is nothing to write home about if you have access divine trap and knock knock spells. Saves a couple of skillpoints

Decision: DW, 2H, Wpn + Shield.

Only significant 2h weapon rogues can use is the flame staff (Meh)..
Rogues aren't allowed to use even medium (heather) shields.
SO DUAL WIELD IT MUST BE. (also maximises benefit of the backstab with extra attacks and swings)

Fearie race is a decent match for rogue as they both suffer equipment restrictions and can use some of the same weapons and benefit greatly from stealth skill.
There are some rare late game, with decent chance to drop FAERIE ONLY weapon : Rod of Sprites, Rod of Sprites makes for an intresting DW choice but will you ever get 2 of them ?
Barring that stiletto from Croc makes for a decent race unlocked off hand.

For the main hand: fang is best option, saint bastard will work in a pinch, stiletto(much less damage but will get max swings at much lower lvl) .

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after. Dual thieves daggers also work for emergencies and locks and traps duties.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.

Low profession attributes constains means very high to hit chance out of the gate possibility (similar to fighter) but HE WILL PROGRESS SLOWER (BAR, nr attacks, nr swings) AS HE LEVELS UP compared to the warriors.

Race Wise:
DEX, STR & SEN Hobbit, Felpurr, Human, Lizardman, Dracon.
Faerie has decent stats.
As for Ninja and Monks - stealth skill can go a long way keeping the lowly armored Faerie alive.
8.9 Gadgeteer
+cast stamina based damage & debuff spells
+does NOT relay on caster Attributes at all (engineering will train just fine)
+best level up progression
+makes the most damaging ranged weapon in the game
+mid of the pack HP progression (behind warriors , better than casters)
+MEDIUM progression for BAR, NrOfAttack and NrOfSwings
+locks and traps skill
+some unique equipment
+modern weapon primary skill
-no spells

The primary skill bonus is nothing to write home about (he will do more damage come endgame puting his ungodly STR bonus to good use via xbows and bows).
Maxed omnigun (levels with gadgeteer) is not terrible but lacks synergy with the STR damage bonus..

Decision: DW, 2H, Wpn + Shield.

Only significant 2h weapon gadgeteers can use is the flame staff (Meh)..You could mess with CURSED staff of doom - but will waste a lot of turns with no ranged attack option.

Gadgeteers can use medium (heather shields).

Fearie race and Gadgeteer don't mix for a multitude of reasons (gadgeteers relay on heavy armor to survive, don't need spell points, need high carry weight for gadgets).
Stiletto from Croc makes for a decent race unlocked off hand.

For the main hand: fang is best option (better on rogue), saint bastard will work in a pinch, stiletto(much less damage but will get max swings at much lower lvl).

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.

There is the option to stop STR at 85 (get to 125 with profession rings from Bella.) Trade power strike (most relevant if dual wielding) for extra Carry capacity and a few extra HP come the endgame.

Low profession attributes constains means decent to hit chance out of the gate possibility (similar to fighter) but HE WILL PROGRESS SLOWER (BAR, nr attacks, nr swings) AS HE LEVELS UP compared to the warriors.

Race Wise:
DEX, STR & SEN (Mook, Hobbit, Felpurr, Human , Gnome) Mook and Gnome have atrocious low speed .

8.10 Bard
+cast stamina based (damage (early) , debuff and AMAIZING support later) spells
+does NOT relay on caster Attributes at all (music will train just fine)
+heals party faster during camping
+best level up progression
+mid of the pack HP progression (behind warriors , better than casters)
+MEDIUM progression for BAR, NrOfAttack and NrOfSwings
+locks and traps skill
+GREAT unique equipment
-primary skill communication (Bah !)
-no spells

Decision: DW, 2H, Wpn + Shield.

Only significant 2h weapon Bards can use is the flame staff (Meh)..

Bards can use medium (heather shields).

Fearie race and Bard don't mix for a multitude of reasons (Bards relay on ~heavy armor to survive, don't need spell points, high need carry weight for instruments).
Stiletto from Croc makes for a decent race unlocked off hand.

For the main hand: fang is best option (better on rogue), saint bastard will work in a pinch, stiletto(much less damage but will get max swings at much lower lvl).

Bloodlust can be a great CURSED weapon to use only on emergencies and removed after.

Attribute wise:
DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.

There is the option to stop STR at 85 (get to 125 with profession rings from Bella.) Trade power strike (most relevant if dual wielding) for extra Carry capacity and a few extra HP come the endgame.

Low profession attributes constains means very high to hit chance out of the gate possibility (similar to fighter) but HE WILL PROGRESS SLOWER (BAR, nr attacks, nr swings) AS HE LEVELS UP compared to the warriors.

Race Wise:
DEX, STR & SEN (Felpurr, Hobbit , Mook, Human , Gnome); Mook & Gnome have abysmal SPD ..
8.11 Priest
+Divinity spell book caster
+primary skill Divinity spell book.
+best HP progression of casters (still poor)
+can use small shields
+pray for miracle & dispel undead (https://steamcommunity.com/app/245450/discussions/0/2244426820396642796/)
-CASTER (worst) progression for BAR, NrOfAttack and NrOfSwings
-no DW skill

Decision: 2H, Wpn + Shield.

Only significant 2h weapon Priests can use are the ebon & flame staff (Meh)..

Priests can use small shields.

Fearie race and Priest aren't a great mix. There is a great deal of equipment and weapons Priests can use disabled by the faerie.

The Mauler + shield best combo. (2/2 attacks is achievable by the time warriors get 3/3 and will hit like a truck, especially vs disabled targets).

Attribute wise:
SPD FIRST for soulshield else :

DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.
Starting Divinity & Int can suffice.

Low profession attributes constains means potential for decent CTH at start. Bad progression after ..

Race Wise:
DEX, STR & SEN (Rawulf, Hobbit, Human & Felpurr);

MAX SPD FIRST IF THIS IS YOUR ONLY DIVINE OR PSIONIC CASTER (soul shield).
8.12 Alchemist
+alchemy spell book caster ($$$$$)
+primary skill Alchemy spell book .
+decent HP progression among casters (still poor)
+can use small shields
-CASTER (worst) progression for BAR, NrOfAttack and NrOfSwings
-no DW skill
-terrible melee weapon selection

CAN LEARN TO MAKE CURE DISEASE IN THE MONASTERY (only way to cure disease from pestilent rats ...other than dieing + ressurect).

Decision: 2H, Wpn + Shield.

Only significant 2h weapon Alchemists can use are the ebon & flame staff (Meh).. BUT the main hand weapons are also MEH by comparison except for faeries.
But faeries cannot use shields ..Alchemists can use small shields.

Fearie race and Alchemist thus aren't an ideal mix.
Either Flame staff from back line (faerie or otherwise) or Canezou Dagger + Shield (non-faerie).

Attribute wise:
SPD FIRST for element shield else :

DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.
Starting Divinity & Int can suffice.

Low profession attributes constains means potential for decent CTH at start. Bad progression after ..

Race Wise:
DEX, STR & SEN (faerie, felpurr, hobbit)
8.13 Bishop
+all 4 spell books user (alchemy $$$$$$$$)
+primary skill Artefacts.
+can use small shields
average HP progression of casters (very poor)
-elite - worst lvl up progression
-CASTER (worst) progression for BAR, NrOfAttack and NrOfSwings
-no DW skill

Will be flooded in spellpoints by the time he buys/finds (most of)all the spellbooks. Start with alchemy to easily and quickly get it out of the way.
Save spell picks for high level spells.

Decision: 2H, Wpn + Shield.

Only significant 2h weapon Bishops can use are the ebon & flame staff and mindblast rod (Meh)..

Bishops can use small shields.

Fearie race and Bishops aren't a great mix. There is a great deal of equipment and weapons Bishops can use disabled by the faerie.

The Mauler + shield best combo. (2/2 attacks is achievable by the time warriors get 3/3 and will hit like a truck, especially vs disabled targets).

Attribute wise:
SPD FIRST for soulshield/elementshield else :

DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.
Starting Divinity & Int can suffice.

High profession attributes constains means NO potential for decent CTH at start. Bad progression after ..

Race Wise:
DEX, STR & SEN (farie, felpurr, hobbit, human) (faerie cannot use shield or the awesome Mauler .., bad carry capacity..)
8.14 Psionic
+psionic spell book user
+primary skill psionic.
+fearless and immune to mental conditons
-next to worst HP progression in the game (very poor)
-CASTER (worst) progression for BAR, NrOfAttack and NrOfSwings
-no DW skill
-no shield use
-limited gear selection

Decision: 2H vs 1H

Only significant 2h weapon Psionics can use are the ebon & flame staff (Meh) & Mindblast Rod (very slow , non-faerie; how do you train for it) ?..

Psionics CANNOT use shields.

Fearie race and Psionics ARE a great mix.

Attribute wise:

DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.
Starting Divinity & Int can suffice.

Low profession attributes constains means a potential for decent CTH at start. Bad progression after ..

Race Wise:
DEX, STR & SEN (Felpurr, Faerie, Hobbit, Human)

MAX SPD FIRST IF THIS IS YOUR ONLY DIVINE OR PSIONIC CASTER (soul shield).
8.15 Mage
+mage spell book user
+primary skill mage.
+5 all resists
-Worst HP progression in the game (very poor)
-CASTER (worst) progression for BAR, NrOfAttack and NrOfSwings
-no DW skill
-no shield use
-limited gear selection

Decision: 2H vs 1H

Only significant 2h weapon Mages can use are the ebon & flame staff (Meh)

Mages CANNOT use shields.

Fearie race and Mage ARE a great mix.

Attribute wise:

DEX, STR, SEN, SPD, VIT .. Might make it trough the water maps (no haste) with Ankh of SPD from Croc and focus on VIT ahead of SPD ..
Focus on CC + melee weapon first as with everybody else .. Ranged skills will come later.
Starting Divinity & Int can suffice.

Low profession attributes constains means a potential for decent CTH at start. Bad progression after ..

Race Wise:
DEX, STR & SEN (Felpurr, Hobbit , Faerie)

MAX SPD FIRST IF THIS IS YOUR ONLY Mage OR Alchemy CASTER (element shield).
9) No reload Youtube Lets Play
Vi Domina (STR, DEX, SEN, SPD) The Mauler + Big Shield
RFS (STR, DEX, SEN, SPD, VIT) The Mauler + Nunchaka

Dracon Fighter (STR, DEX, SEN, SPD, VIT) Ivory blade + Big Shield
Rawulf Lord (SPD, DEX, STR, SEN) The Mauler + Diamond Eyes
Hobbit Samurai (STR, DEX, SEN, SPD) Bushido Blade + Encha Wahiza
Felpurr Gadgeteer (85STR,DEX, SEN,SPD) Fang + Medium Shield
Felpurr Bishop (SPD , DEX, STR, SEN) The Mauler + Light Shield
Felpurr Psionic (SPD , DEX, STR, SEN) Flame Staff

Playlist link
https://www.youtube.com/playlist?list=PLFWnpbmrXTooWcUJKy_h2tx9c4xt5Ia9y
29 Comments
peddroelm  [author] Dec 5, 2023 @ 11:00pm 
edited 5.9
Mardoin69 Dec 5, 2023 @ 8:17am 
My bad... meant pg 1. Wish steam would let us edit comments in here, lol.
Mardoin69 Dec 5, 2023 @ 8:15am 
@peddroelm
Hey, mpnorman10 gave a response regarding section 5.9... it's near bottom of pg 2 of this discussion...
https://steamcommunity.com/app/245450/discussions/0/4038102696012150992/
Mardoin69 Dec 4, 2023 @ 8:23am 
@peddroelm
Cool. Yeah, I've read into some of those MDP discussions in the past. I'll throw the question out there at MPNorman10 then. Thx for taking time to reply.
peddroelm  [author] Dec 3, 2023 @ 11:16am 
@Mardoin69 I have never played magic damage focused parties but there are people on these forums that swear by them (and have put in the hours required to make the argument) if you can convince someone like @mpnorman10 to write something for the section 5.9 I could easily add it into the guide .. (they probably already did but its hard to find buried among the other threads on the forums )
Mardoin69 Dec 3, 2023 @ 10:55am 
@peddroelm
Was just going through this guide... again... and wondering if you still plan to add any what you consider 'best' damage spells in section 5.9? I think it would be a good add for newer players (or refreshing us old memory holders) to know what to shoot for in terms of element choice building. Thanks for the guide btw... all that effort you put into it... it's a lot of reading, lol.
NolanDaneworth Nov 19, 2023 @ 4:58am 
@peddroelm
I just asked in patch 1.28 group, there's a CTRL+SHIFT+F2 key to show spell dmg calculation. It pretty much follows Silicoid formula.
Screenshot (freehosting)
https://radikal.host/i/TQV9OU
peddroelm  [author] Nov 19, 2023 @ 3:06am 
AFAIK (quite a few years ago google translate) he didn't .. But if the Russian forum link still works auto translators have advanced significantly in the last years .. maybe more info was there I couldn't see
NolanDaneworth Nov 19, 2023 @ 1:24am 
@peddroelm So does it mean that even SIlicoid didnt cover it fully ?
peddroelm  [author] Nov 18, 2023 @ 8:12pm 
@NolanDaneworth nope .. If I ever get back into Wiz8 I might take another stab at it :)